Race to 1500! (Game 109)

For completed/abandoned Mish Mash Games.
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Post Post #8137 (isolation #1800) » Mon Aug 14, 2017 2:09 pm

Post by mallowgeno »

Oh

^Cheery: 561
♣Mallow: -258
^Agent Sparkles: 325
^JerryArr: -118
%^BigYoshiFan: 1035
%^Allomancer: 714

Jackpot: 500
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Post Post #8150 (isolation #1801) » Mon Aug 14, 2017 4:35 pm

Post by mallowgeno »

Original Roll String: 1d142
1 142-Sided Dice: (86) = 86
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Post Post #8151 (isolation #1802) » Mon Aug 14, 2017 4:35 pm

Post by mallowgeno »

1: +400
2: Create your own space
3: Create your own space
4: Create your own space
5: Create your own space
6: Lend 100
7: Create your own space
8: +200
9: Create your own space
10: Create your own space
11:
-200

12: MERGE
13: -400
14: +25
15: -203
16: -5
17: +90
18:
+250

19: STEAL 200
20: -210
21: EVERYONE +240
22: -100
23: +100
24: ROLL AGAIN (x2)
25: +70
26: +130
27: +30
28:
-55

29: -175
30: +10
31: +203
32:
PROTECT

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

38: +500
39: -500
40: ROLL AGAIN (x1/2)
41: +280
42: RESET
43: +50
44: +160
45: -40
46: -5
47: +360
48: +20
49: RESET
50:
JACKPOT!!!

51: +185
52: +300
53: +125
54: EVERYONE -400
55:
Go to 500

56: +5
57: +75
58:
+100

59: +335
60: STEAL 250
61:
PROTECT

62: -55
63: -300
64: -75
65: -30
66:
UNLUCKY
:(
67: +30
68: -40
69: +60
70: -70
71: -190
72: +350
73:
Go to 750

74: +100
75: +100
76: -200
77:
+100

78: +150
79: -60
80: +50
81: -500
82: +300
83: ROLL AGAIN (x2)
84: ROLL AGAIN (x2)
85: +85
86: +90
87: +1
88: RESET
89: +400
90: +20
91: +55
92: -70
93: -70
94:
-100

95: -50
96: MERGE
97: STEAL 100
98: -300
99: EVERYONE RESET
100:
JACKPOT!!!

101:
PROTECT

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

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

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

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

121:
EVERYONE GO TO 420

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

124:
GO TO THE SCORE OF THE LEADER

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

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

142: MERGE with the
JACKPOT!!!
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Post Post #8152 (isolation #1803) » Mon Aug 14, 2017 4:36 pm

Post by mallowgeno »

^Cheery: 561
♣Mallow: 242
^Agent Sparkles: 325
^JerryArr: 554
BigYoshiFan: 399
%^Allomancer: 875

Jackpot: 500
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Post Post #8155 (isolation #1804) » Tue Aug 15, 2017 1:14 am

Post by mallowgeno »

Original Roll String: 1d142
1 142-Sided Dice: (58) = 58
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Post Post #8156 (isolation #1805) » Tue Aug 15, 2017 1:15 am

Post by mallowgeno »

^Cheery: 561
♣Mallow: 642
^Agent Sparkles: 325
^JerryArr: 554
BigYoshiFan: 399
%^Allomancer: 875

Jackpot: 500
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Post Post #8159 (isolation #1806) » Tue Aug 15, 2017 2:18 am

Post by mallowgeno »

Original Roll String: 1d142
1 142-Sided Dice: (62) = 62


Not if I have anything to say about it ;)
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Post Post #8160 (isolation #1807) » Tue Aug 15, 2017 2:19 am

Post by mallowgeno »

^Cheery: 561
♣Mallow: 977
^Agent Sparkles: 325
^JerryArr: 554
BigYoshiFan: 399
%^Allomancer: 1375

Jackpot: 500
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Post Post #8163 (isolation #1808) » Tue Aug 15, 2017 2:24 am

Post by mallowgeno »

Original Roll String: 1d142
1 142-Sided Dice: (109) = 109
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Post Post #8164 (isolation #1809) » Tue Aug 15, 2017 2:25 am

Post by mallowgeno »

Giving everyone crippled, sorry Allomancer

~^Cheery: 561
~♣Mallow: 600
~^Agent Sparkles: 325
~^JerryArr: 554
~BigYoshiFan: 404
~%^Allomancer: 600

Jackpot: 500
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Post Post #8173 (isolation #1810) » Tue Aug 15, 2017 4:10 am

Post by mallowgeno »

Original Roll String: 1d100
1 100-Sided Dice: (6) = 6
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Post Post #8174 (isolation #1811) » Tue Aug 15, 2017 4:10 am

Post by mallowgeno »

~Cheery: 461
♣Mallow: 900
~^Agent Sparkles: 325
~^JerryArr: 554
~BigYoshiFan: 404
%^Allomancer: 750

Jackpot: 550
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Post Post #8177 (isolation #1812) » Tue Aug 15, 2017 4:17 am

Post by mallowgeno »

1: +400
2: Create your own space
3: Create your own space
4: Create your own space
5: Create your own space
6: Lend 100
7: Create your own space
8: +200
9: Create your own space
10: Create your own space
11:
-200

12: MERGE
13: -400
14: +25
15: -203
16: -5
17: +90
18:
+250

19: STEAL 200
20: -210
21: EVERYONE +240
22: -100
23: +100
24: ROLL AGAIN (x2)
25: +70
26: +130
27: +30
28:
-55

29: -175
30: +10
31: +203
32:
PROTECT

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

38: +500
39: -500
40: ROLL AGAIN (x1/2)
41: +280
42: RESET
43: +50
44: +160
45: -40
46: -5
47: +360
48: +20
49: RESET
50:
JACKPOT!!!

51: +185
52: +300
53: +125
54: EVERYONE -400
55:
Go to 500

56: +5
57: +75
58:
+100

59: +335
60: STEAL 250
61:
PROTECT

62: -55
63: -300
64: -75
65: -30
66:
UNLUCKY
:(
67: +30
68: -40
69: +60
70: -70
71: -190
72: +350
73:
Go to 750

74: +100
75: +100
76: -200
77:
+100

78: +150
79: -60
80: +50
81: -500
82: +300
83: ROLL AGAIN (x2)
84: ROLL AGAIN (x2)
85: +85
86: +90
87: +1
88: RESET
89: +400
90: +20
91: +55
92: -70
93: -70
94:
-100

95: -50
96: MERGE
97: STEAL 100
98: -300
99: EVERYONE RESET
100:
JACKPOT!!!

101:
PROTECT

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

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

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

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

121:
EVERYONE GO TO 420

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

124:
GO TO THE SCORE OF THE LEADER

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

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

142: MERGE with the
JACKPOT!!!
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Post Post #8178 (isolation #1813) » Tue Aug 15, 2017 4:17 am

Post by mallowgeno »

Original Roll String: 1d142
1 142-Sided Dice: (56) = 56
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Post Post #8179 (isolation #1814) » Tue Aug 15, 2017 4:18 am

Post by mallowgeno »

Giving 100 to the sparkler

~Cheery: 461
♣Mallow: 800
~^Agent Sparkles: 425
~^JerryArr: 554
~BigYoshiFan: 404
^Allomancer: 742

Jackpot: 550
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Post Post #8183 (isolation #1815) » Tue Aug 15, 2017 5:56 am

Post by mallowgeno »

Original Roll String: 1d142
1 142-Sided Dice: (86) = 86
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Post Post #8184 (isolation #1816) » Tue Aug 15, 2017 5:56 am

Post by mallowgeno »

~Cheery: 461
♣Mallow: 610
~^Agent Sparkles: 425
~^JerryArr: 554
~BigYoshiFan: 404
Allomancer: 842

Jackpot: 650
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Post Post #8187 (isolation #1817) » Tue Aug 15, 2017 6:47 am

Post by mallowgeno »

Original Roll String: 1d142
1 142-Sided Dice: (51) = 51
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Post Post #8188 (isolation #1818) » Tue Aug 15, 2017 6:47 am

Post by mallowgeno »

~Cheery: 701
♣Mallow: 750
~^Agent Sparkles: 665
~^JerryArr: 794
~BigYoshiFan: 644
Allomancer: 1082

Jackpot: 650
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Post Post #8191 (isolation #1819) » Tue Aug 15, 2017 7:32 am

Post by mallowgeno »

Original Roll String: 1d142
1 142-Sided Dice: (122) = 122
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Post Post #8192 (isolation #1820) » Tue Aug 15, 2017 7:33 am

Post by mallowgeno »

Merging with Allo

~Cheery: 701
♣Mallow: 916
~^Agent Sparkles: 665
~^JerryArr: 794
~BigYoshiFan: 644
^Allomancer: 916

Jackpot: 650
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Post Post #8195 (isolation #1821) » Tue Aug 15, 2017 8:06 am

Post by mallowgeno »

Original Roll String: 1d142
1 142-Sided Dice: (41) = 41
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Post Post #8196 (isolation #1822) » Tue Aug 15, 2017 8:06 am

Post by mallowgeno »

I keep dragging ya down :P

~Cheery: 701
♣Mallow: 911
~^Agent Sparkles: 665
~^JerryArr: 794
~BigYoshiFan: 644
^Allomancer: 986

Jackpot: 650
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Post Post #8199 (isolation #1823) » Tue Aug 15, 2017 9:15 am

Post by mallowgeno »

Don't worry, it happens :P

Original Roll String: 1d142
1 142-Sided Dice: (28) = 28
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Post Post #8200 (isolation #1824) » Tue Aug 15, 2017 9:15 am

Post by mallowgeno »

~Cheery: 701
♣Mallow: 1011
~^Agent Sparkles: 665
~^JerryArr: 794
~BigYoshiFan: 644
^Allomancer: 886

Jackpot: 750
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Post Post #8201 (isolation #1825) » Tue Aug 15, 2017 9:15 am

Post by mallowgeno »

1: +400
2: Create your own space
3: Create your own space
4: Create your own space
5: Create your own space
6: Lend 100
7: Create your own space
8: +200
9: Create your own space
10: Create your own space
11:
-200

12: MERGE
13: -400
14: +25
15: -203
16: -5
17: +90
18:
+250

19: STEAL 200
20: -210
21: EVERYONE +240
22: -100
23: +100
24: ROLL AGAIN (x2)
25: +70
26: +130
27: +30
28:
-55

29: -175
30: +10
31: +203
32:
PROTECT

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

38: +500
39: -500
40: ROLL AGAIN (x1/2)
41: +280
42: RESET
43: +50
44: +160
45: -40
46: -5
47: +360
48: +20
49: RESET
50:
JACKPOT!!!

51: +185
52: +300
53: +125
54: EVERYONE -400
55:
Go to 500

56: +5
57: +75
58:
+100

59: +335
60: STEAL 250
61:
PROTECT

62: -55
63: -300
64: -75
65: -30
66:
UNLUCKY
:(
67: +30
68: -40
69: +60
70: -70
71: -190
72: +350
73:
Go to 750

74: +100
75: +100
76: -200
77:
+100

78: +150
79: -60
80: +50
81: -500
82: +300
83: ROLL AGAIN (x2)
84: ROLL AGAIN (x2)
85: +85
86: +90
87: +1
88: RESET
89: +400
90: +20
91: +55
92: -70
93: -70
94:
-100

95: -50
96: MERGE
97: STEAL 100
98: -300
99: EVERYONE RESET
100:
JACKPOT!!!

101:
PROTECT

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

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

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

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

121:
EVERYONE GO TO 420

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

124:
GO TO THE SCORE OF THE LEADER

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

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

142: MERGE with the
JACKPOT!!!
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Post Post #8204 (isolation #1826) » Tue Aug 15, 2017 9:25 am

Post by mallowgeno »

Original Roll String: 1d142
1 142-Sided Dice: (25) = 25
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Post Post #8205 (isolation #1827) » Tue Aug 15, 2017 9:26 am

Post by mallowgeno »

UGH

~Cheery: 701
♣Mallow: 0
~^Agent Sparkles: 665
~^JerryArr: 794
~BigYoshiFan: 644
^Allomancer: 986

Jackpot: 850
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Post Post #8216 (isolation #1828) » Tue Aug 15, 2017 4:18 pm

Post by mallowgeno »

Original Roll String: 1d124
1 124-Sided Dice: (8) = 8


Err I should be at 0
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Post Post #8217 (isolation #1829) » Tue Aug 15, 2017 4:19 pm

Post by mallowgeno »

OH OUCH

~%Cheery: 701
♣Mallow: -750
~^%Agent Sparkles: 665
JerryArr: 774
%BigYoshiFan: 844
^%Allomancer: 386

Jackpot: 750
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Post Post #8220 (isolation #1830) » Tue Aug 15, 2017 5:36 pm

Post by mallowgeno »

Original Roll String: 1d142
1 142-Sided Dice: (36) = 36


This can only get better from here right?
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Post Post #8221 (isolation #1831) » Tue Aug 15, 2017 5:36 pm

Post by mallowgeno »

~%Cheery: 701
♣Mallow: -790
~^%Agent Sparkles: 665
JerryArr: 775
%BigYoshiFan: 844
^%Allomancer: 386

Jackpot: 750
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Post Post #8240 (isolation #1832) » Wed Aug 16, 2017 3:06 am

Post by mallowgeno »

Dang you took that over the Jackpot?

Original Roll String: 1d142
1 142-Sided Dice: (63) = 63
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Post Post #8241 (isolation #1833) » Wed Aug 16, 2017 3:07 am

Post by mallowgeno »

Might as well spend 380 to get all of them

*%+♦Cheery: 568
♦#^*Mallow: 128
^%Agent Sparkles: 568
JerryArr: 418
BigYoshiFan: 623
♣%Allomancer: 750

Jackpot: 750
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Post Post #8246 (isolation #1834) » Wed Aug 16, 2017 4:17 am

Post by mallowgeno »

Wow 2 jackpots in a row

Original Roll String: 1d142
1 142-Sided Dice: (6) = 6
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Post Post #8247 (isolation #1835) » Wed Aug 16, 2017 4:17 am

Post by mallowgeno »

*%+♦Cheery: 1325
♦#^Mallow: 135
^%Agent Sparkles: 568
JerryArr: 418
BigYoshiFan: 623
♣%Allomancer: 1250

Jackpot: 455
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Post Post #8251 (isolation #1836) » Wed Aug 16, 2017 5:08 am

Post by mallowgeno »

1: +400
2: Create your own space
3: Create your own space
4: Create your own space
5: Create your own space
6: Create your own space
7: Create your own space
8: Create your own space
9: Create your own space
10: Create your own space
11:
-200

12: MERGE
13: -400
14: +25
15: -203
16: -5
17: +90
18:
+250

19: STEAL 200
20: -210
21: EVERYONE +240
22: -100
23: +100
24: ROLL AGAIN (x2)
25: +70
26: +130
27: +30
28:
-55

29: -175
30: +10
31: +203
32:
PROTECT

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

38: +500
39: -500
40: ROLL AGAIN (x1/2)
41: +280
42: RESET
43: +50
44: +160
45: -40
46: -5
47: +360
48: +20
49: RESET
50:
JACKPOT!!!

51: +185
52: +300
53: +125
54: EVERYONE -400
55:
Go to 500

56: +5
57: +75
58:
+100

59: +335
60: STEAL 250
61:
PROTECT

62: -55
63: -300
64: -75
65: -30
66:
UNLUCKY
:(
67: +30
68: -40
69: +60
70: -70
71: -190
72: +350
73:
Go to 750

74: +100
75: +100
76: -200
77:
+100

78: +150
79: -60
80: +50
81: -500
82: +300
83: ROLL AGAIN (x2)
84: ROLL AGAIN (x2)
85: +85
86: +90
87: +1
88: RESET
89: +400
90: +20
91: +55
92: -70
93: -70
94:
-100

95: -50
96: MERGE
97: STEAL 100
98: -300
99: EVERYONE RESET
100:
JACKPOT!!!

101:
PROTECT

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

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

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

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

121:
EVERYONE GO TO 420

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

124:
GO TO THE SCORE OF THE LEADER

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

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

142: MERGE with the
JACKPOT!!!

143: Switch scores with the player of your choice.
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Post Post #8252 (isolation #1837) » Wed Aug 16, 2017 5:09 am

Post by mallowgeno »

Start us off Allomancer!
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Post Post #8256 (isolation #1838) » Wed Aug 16, 2017 8:20 am

Post by mallowgeno »

Original Roll String: 1d143
1 143-Sided Dice: (128) = 128
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Post Post #8257 (isolation #1839) » Wed Aug 16, 2017 8:20 am

Post by mallowgeno »

Not a good start for you Allo :P

Allomancer: -300
Mallow: 200

Jackpot: 400
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Post Post #8266 (isolation #1840) » Wed Aug 16, 2017 9:40 am

Post by mallowgeno »

In post 8264, Agent Sparkles wrote:Allo should have the lucky start bonus

Good call, this should be what it is:

*Allomancer: 600
Mallow: 350
Puzzledan♣ 0

Jackpot: 400
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Post Post #8301 (isolation #1841) » Wed Aug 16, 2017 4:37 pm

Post by mallowgeno »

1: +400
2: Create your own space
3: Create your own space
4: Create your own space
5: Create your own space
6: Create your own space
7: Create your own space
8: Create your own space
9: +100
10: Create your own space
11:
-200

12: MERGE
13: -400
14: +25
15: -203
16: -5
17: +90
18:
+250

19: STEAL 200
20: -210
21: EVERYONE +240
22: -100
23: +100
24: ROLL AGAIN (x2)
25: +70
26: +130
27: +30
28:
-55

29: -175
30: +10
31: +203
32:
PROTECT

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

38: +500
39: -500
40: ROLL AGAIN (x1/2)
41: +280
42: RESET
43: +50
44: +160
45: -40
46: -5
47: +360
48: +20
49: RESET
50:
JACKPOT!!!

51: +185
52: +300
53: +125
54: EVERYONE -400
55:
Go to 500

56: +5
57: +75
58:
+100

59: +335
60: STEAL 250
61:
PROTECT

62: -55
63: -300
64: -75
65: -30
66:
UNLUCKY
:(
67: +30
68: -40
69: +60
70: -70
71: -190
72: +350
73:
Go to 750

74: +100
75: +100
76: -200
77:
+100

78: +150
79: -60
80: +50
81: -500
82: +300
83: ROLL AGAIN (x2)
84: ROLL AGAIN (x2)
85: +85
86: +90
87: +1
88: RESET
89: +400
90: +20
91: +55
92: -70
93: -70
94:
-100

95: -50
96: MERGE
97: STEAL 100
98: -300
99: EVERYONE RESET
100:
JACKPOT!!!

101:
PROTECT

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

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

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

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

121:
EVERYONE GO TO 420

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

124:
GO TO THE SCORE OF THE LEADER

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

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

142: MERGE with the
JACKPOT!!!

143: Switch scores with the player of your choice.
144: Gain a
PROTECT
but give the leader a
SUPER PROTECT
unless you are the leader. Then
+200
Last edited by mallowgeno on Thu Aug 17, 2017 1:37 am, edited 2 times in total.
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Post Post #8302 (isolation #1842) » Wed Aug 16, 2017 4:38 pm

Post by mallowgeno »

@Jerry-What's the difference between ignoring and negating?

Original Roll String: 1d143
1 143-Sided Dice: (90) = 90
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Post Post #8303 (isolation #1843) » Wed Aug 16, 2017 4:38 pm

Post by mallowgeno »

2x

Original Roll String: 1d143
1 143-Sided Dice: (94) = 94
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Post Post #8304 (isolation #1844) » Wed Aug 16, 2017 4:39 pm

Post by mallowgeno »

4x

Original Roll String: 1d143
1 143-Sided Dice: (78) = 78
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Post Post #8305 (isolation #1845) » Wed Aug 16, 2017 4:40 pm

Post by mallowgeno »

I think I just won :o

Allomancer: 1025
Mallow: 1590

Puzzledan♣ 0
Agent Sparkles: -180
BigYoshiFan: 190
JerryArr: -350
Cheery: -200

Jackpot: 500
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Post Post #8306 (isolation #1846) » Wed Aug 16, 2017 5:13 pm

Post by mallowgeno »

144: Gain a
PROTECT
but give the leader a
SUPER PROTECT
unless you are the leader. Then
+200
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Post Post #8307 (isolation #1847) » Wed Aug 16, 2017 5:14 pm

Post by mallowgeno »

Original Roll String: 1d144
1 144-Sided Dice: (51) = 51
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Post Post #8308 (isolation #1848) » Wed Aug 16, 2017 5:15 pm

Post by mallowgeno »

Mallow: 500

Jackpot: 500
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Post Post #8311 (isolation #1849) » Wed Aug 16, 2017 5:51 pm

Post by mallowgeno »

Thanks Sparkles, idk why I always forget that >.<

Original Roll String: 1d144
1 144-Sided Dice: (51) = 51
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Post Post #8312 (isolation #1850) » Wed Aug 16, 2017 5:54 pm

Post by mallowgeno »

Mallow: 430
**Puzzledan: 500
Agent Sparkles: 0

Jackpot: 500
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Post Post #8317 (isolation #1851) » Thu Aug 17, 2017 1:38 am

Post by mallowgeno »

Perfectly fine, but you don't take the +100 right away. That's for anyone who lands there

Original Roll String: 1d144
1 144-Sided Dice: (85) = 85
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Post Post #8318 (isolation #1852) » Thu Aug 17, 2017 1:38 am

Post by mallowgeno »

Mallow: 530
*Puzzledan: 500
Agent Sparkles: 250

Jackpot: 500
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Post Post #8323 (isolation #1853) » Thu Aug 17, 2017 1:55 am

Post by mallowgeno »

This should be accurate:

Mallow: 530
*Puzzledan: 500
Agent Sparkles: 0
Allomancer: 270

Jackpot: 500

p-edit ninja'd
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Post Post #8324 (isolation #1854) » Thu Aug 17, 2017 1:56 am

Post by mallowgeno »

Original Roll String: 1d144
1 144-Sided Dice: (100) = 100
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Post Post #8325 (isolation #1855) » Thu Aug 17, 2017 1:56 am

Post by mallowgeno »

Mallow: 630
*Puzzledan: 500
Agent Sparkles: 0
Allomancer: 270

Jackpot: 500

p-edit ninja'd
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Post Post #8326 (isolation #1856) » Thu Aug 17, 2017 1:56 am

Post by mallowgeno »

1: +400
2: Create your own space
3: Create your own space
4: Create your own space
5: Create your own space
6: Create your own space
7: Create your own space
8: Create your own space
9: +100
10: Create your own space
11:
-200

12: MERGE
13: -400
14: +25
15: -203
16: -5
17: +90
18:
+250

19: STEAL 200
20: -210
21: EVERYONE +240
22: -100
23: +100
24: ROLL AGAIN (x2)
25: +70
26: +130
27: +30
28:
-55

29: -175
30: +10
31: +203
32:
PROTECT

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

38: +500
39: -500
40: ROLL AGAIN (x1/2)
41: +280
42: RESET
43: +50
44: +160
45: -40
46: -5
47: +360
48: +20
49: RESET
50:
JACKPOT!!!

51: +185
52: +300
53: +125
54: EVERYONE -400
55:
Go to 500

56: +5
57: +75
58:
+100

59: +335
60: STEAL 250
61:
PROTECT

62: -55
63: -300
64: -75
65: -30
66:
UNLUCKY
:(
67: +30
68: -40
69: +60
70: -70
71: -190
72: +350
73:
Go to 750

74: +100
75: +100
76: -200
77:
+100

78: +150
79: -60
80: +50
81: -500
82: +300
83: ROLL AGAIN (x2)
84: ROLL AGAIN (x2)
85: +85
86: +90
87: +1
88: RESET
89: +400
90: +20
91: +55
92: -70
93: -70
94:
-100

95: -50
96: MERGE
97: STEAL 100
98: -300
99: EVERYONE RESET
100:
JACKPOT!!!

101:
PROTECT

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

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

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

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

121:
EVERYONE GO TO 420

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

124:
GO TO THE SCORE OF THE LEADER

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

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

142: MERGE with the
JACKPOT!!!

143: Switch scores with the player of your choice.
144: Gain a
PROTECT
but give the leader a
SUPER PROTECT
unless you are the leader. Then
+200
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Post Post #8334 (isolation #1857) » Thu Aug 17, 2017 6:29 am

Post by mallowgeno »

Gamma made the rule, I don't know if it's just the person rolling or everyone. I will ask.
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Post Post #8335 (isolation #1858) » Thu Aug 17, 2017 7:01 am

Post by mallowgeno »

I'm assuming all means everyone so for now PD loses his protect

Original Roll String: 1d144
1 144-Sided Dice: (102) = 102
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Post Post #8336 (isolation #1859) » Thu Aug 17, 2017 7:02 am

Post by mallowgeno »

Mallow: 275
Puzzledan: 500
Agent Sparkles: 300
Allomancer: 450

Jackpot: 500
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Post Post #8339 (isolation #1860) » Thu Aug 17, 2017 7:27 am

Post by mallowgeno »

In post 8334, mallowgeno wrote:Gamma made the rule, I don't know if it's just the person rolling or everyone. I will ask.
/confirmed
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Post Post #8340 (isolation #1861) » Thu Aug 17, 2017 7:27 am

Post by mallowgeno »

Original Roll String: 1d144
1 144-Sided Dice: (100) = 100
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Post Post #8341 (isolation #1862) » Thu Aug 17, 2017 7:27 am

Post by mallowgeno »

Mallow: 460
Puzzledan: 500
Agent Sparkles: 300
Allomancer: 395

Jackpot: 500
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Post Post #8346 (isolation #1863) » Thu Aug 17, 2017 11:58 am

Post by mallowgeno »

Original Roll String: 1d144
1 144-Sided Dice: (91) = 91
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Post Post #8347 (isolation #1864) » Thu Aug 17, 2017 11:59 am

Post by mallowgeno »

Mallow: 860
Puzzledan: 250
Agent Sparkles: 0
Allomancer: 395
JerryArr: 250

Jackpot: 500
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Post Post #8350 (isolation #1865) » Thu Aug 17, 2017 12:04 pm

Post by mallowgeno »

Original Roll String: 1d144
1 144-Sided Dice: (79) = 79
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Post Post #8351 (isolation #1866) » Thu Aug 17, 2017 12:05 pm

Post by mallowgeno »

1: +400
2: Create your own space
3: Create your own space
4: Create your own space
5: Create your own space
6: Create your own space
7: Create your own space
8: Create your own space
9: +100
10: Create your own space
11:
-200

12: MERGE
13: -400
14: +25
15: -203
16: -5
17: +90
18:
+250

19: STEAL 200
20: -210
21: EVERYONE +240
22: -100
23: +100
24: ROLL AGAIN (x2)
25: +70
26: +130
27: +30
28:
-55

29: -175
30: +10
31: +203
32:
PROTECT

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

38: +500
39: -500
40: ROLL AGAIN (x1/2)
41: +280
42: RESET
43: +50
44: +160
45: -40
46: -5
47: +360
48: +20
49: RESET
50:
JACKPOT!!!

51: +185
52: +300
53: +125
54: EVERYONE -400
55:
Go to 500

56: +5
57: +75
58:
+100

59: +335
60: STEAL 250
61:
PROTECT

62: -55
63: -300
64: -75
65: -30
66:
UNLUCKY
:(
67: +30
68: -40
69: +60
70: -70
71: -190
72: +350
73:
Go to 750

74: +100
75: +100
76: -200
77:
+100

78: +150
79: -60
80: +50
81: -500
82: +300
83: ROLL AGAIN (x2)
84: ROLL AGAIN (x2)
85: +85
86: +90
87: +1
88: RESET
89: +400
90: +20
91: +55
92: -70
93: -70
94:
-100

95: -50
96: MERGE
97: STEAL 100
98: -300
99: EVERYONE RESET
100:
JACKPOT!!!

101:
PROTECT

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

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

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

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

121:
EVERYONE GO TO 420

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

124:
GO TO THE SCORE OF THE LEADER

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

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

142: MERGE with the
JACKPOT!!!

143: Switch scores with the player of your choice.
144: Gain a
PROTECT
but give the leader a
SUPER PROTECT
unless you are the leader. Then
+200
Last edited by mallowgeno on Thu Aug 17, 2017 3:11 pm, edited 1 time in total.
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Post Post #8352 (isolation #1867) » Thu Aug 17, 2017 12:05 pm

Post by mallowgeno »

Mallow: 430
Puzzledan: 250
Agent Sparkles: 0
Allomancer: 395
JerryArr: 350

Jackpot: 600
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Post Post #8358 (isolation #1868) » Thu Aug 17, 2017 2:49 pm

Post by mallowgeno »

Fixing Jerry's score:

Mallow: 430
Puzzledan: 250
Agent Sparkles: 0
Allomancer: 395
JerryArr: 50
D3f: 240

Jackpot: 600

Original Roll String: 1d144
1 144-Sided Dice: (93) = 93
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Post Post #8359 (isolation #1869) » Thu Aug 17, 2017 2:49 pm

Post by mallowgeno »

I AM the leader :o

Mallow: 430
Puzzledan: 250
Agent Sparkles: 0
Allomancer: 395
JerryArr: 50
D3f: 240

Jackpot: 600
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Post Post #8362 (isolation #1870) » Thu Aug 17, 2017 3:12 pm

Post by mallowgeno »

In post 8360, JerryArr wrote:I'd suggest adding a "Don't activate the space's effect(s)" to the end of it.

Original Roll String: 1d144 (STATIC)
1 144-Sided Dice: (74) = 74
added

Original Roll String: 1d144
1 144-Sided Dice: (72) = 72
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Post Post #8363 (isolation #1871) » Thu Aug 17, 2017 3:12 pm

Post by mallowgeno »

Mallow: 1030
Puzzledan: 250
Agent Sparkles: 0
Allomancer: 395
JerryArr: 150
D3f: 240

Jackpot: 500
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Post Post #8366 (isolation #1872) » Thu Aug 17, 2017 3:22 pm

Post by mallowgeno »

Original Roll String: 1d144
1 144-Sided Dice: (68) = 68
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Post Post #8367 (isolation #1873) » Thu Aug 17, 2017 3:23 pm

Post by mallowgeno »

GRAH

Mallow: 0
Puzzledan: 250
Agent Sparkles: 0
Allomancer: 395
JerryArr: 150
D3f: 240

Jackpot: 500
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Post Post #8369 (isolation #1874) » Thu Aug 17, 2017 3:58 pm

Post by mallowgeno »

Ur havin a heck of a time Sparkles :/
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Post Post #8374 (isolation #1875) » Thu Aug 17, 2017 4:28 pm

Post by mallowgeno »

Original Roll String: 1d144
1 144-Sided Dice: (97) = 97
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Post Post #8375 (isolation #1876) » Thu Aug 17, 2017 4:29 pm

Post by mallowgeno »

*Mallow: 0
Puzzledan: 250
Agent Sparkles: 0
Allomancer: 198
JerryArr: -350
D3f: 240

Jackpot: 500
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Post Post #8376 (isolation #1877) » Thu Aug 17, 2017 4:32 pm

Post by mallowgeno »

1: +400
2: Create your own space
3: Create your own space
4: Create your own space
5: Create your own space
6: Create your own space
7: Create your own space
8: Create your own space
9: +100
10: Create your own space
11:
-200

12: MERGE
13: -400
14: +25
15: -203
16: -5
17: +90
18:
+250

19: STEAL 200
20: -210
21: EVERYONE +240
22: -100
23: +100
24: ROLL AGAIN (x2)
25: +70
26: +130
27: +30
28:
-55

29: -175
30: +10
31: +203
32:
PROTECT

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

38: +500
39: -500
40: ROLL AGAIN (x1/2)
41: +280
42: RESET
43: +50
44: +160
45: -40
46: -5
47: +360
48: +20
49: RESET
50:
JACKPOT!!!

51: +185
52: +300
53: +125
54: EVERYONE -400
55:
Go to 500

56: +5
57: +75
58:
+100

59: +335
60: STEAL 250
61:
PROTECT

62: -55
63: -300
64: -75
65: -30
66:
UNLUCKY
:(
67: +30
68: -40
69: +60
70: -70
71: -190
72: +350
73:
Go to 750

74: +100
75: +100
76: -200
77:
+100

78: +150
79: -60
80: +50
81: -500
82: +300
83: ROLL AGAIN (x2)
84: ROLL AGAIN (x2)
85: +85
86: +90
87: +1
88: RESET
89: +400
90: +20
91: +55
92: -70
93: -70
94:
-100

95: -50
96: MERGE
97: STEAL 100
98: -300
99: EVERYONE RESET
100:
JACKPOT!!!

101:
PROTECT

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

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

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

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

121:
EVERYONE GO TO 420

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

124:
GO TO THE SCORE OF THE LEADER

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

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

142: MERGE with the
JACKPOT!!!

143: Switch scores with the player of your choice.
144: Gain a
PROTECT
but give the leader a
SUPER PROTECT
unless you are the leader. Then
+200
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Post Post #8385 (isolation #1878) » Fri Aug 18, 2017 1:11 am

Post by mallowgeno »

Original Roll String: 1d144
1 144-Sided Dice: (53) = 53
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Post Post #8386 (isolation #1879) » Fri Aug 18, 2017 1:11 am

Post by mallowgeno »

*Mallow: 335
Puzzledan: 250
Agent Sparkles: 510
Allomancer: 198
JerryArr: -420
D3f: 240
Cheery: 100

Jackpot: 500
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Post Post #8390 (isolation #1880) » Fri Aug 18, 2017 1:59 am

Post by mallowgeno »

Original Roll String: 1d144
1 144-Sided Dice: (119) = 119
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Post Post #8391 (isolation #1881) » Fri Aug 18, 2017 2:00 am

Post by mallowgeno »

Merging with Sparkles

*Mallow: 423
Puzzledan: 150
Agent Sparkles: 423
Allomancer: 198
JerryArr: -420
D3f: 240
Cheery: 100

Jackpot: 500
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Post Post #8398 (isolation #1882) » Fri Aug 18, 2017 2:46 am

Post by mallowgeno »

Original Roll String: 1d144
1 144-Sided Dice: (100) = 100
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Post Post #8399 (isolation #1883) » Fri Aug 18, 2017 2:46 am

Post by mallowgeno »

Original Roll String: 1d20
1 20-Sided Dice: (2) = 2
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Post Post #8400 (isolation #1884) » Fri Aug 18, 2017 2:46 am

Post by mallowgeno »

Mallow: 423
Puzzledan: 225
Agent Sparkles: 723
Allomancer: -302
JerryArr: -420
D3f: 240
Cheery: 100

Jackpot: 500
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Post Post #8425 (isolation #1885) » Sun Aug 20, 2017 2:26 am

Post by mallowgeno »

Original Roll String: 1d144
1 144-Sided Dice: (40) = 40
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Post Post #8426 (isolation #1886) » Sun Aug 20, 2017 2:28 am

Post by mallowgeno »

1: +400
2: Create your own space
3: Create your own space
4: All players score 50 points per symbol except clubs, which is -100, and diamonds, which is +177.
5: Create your own space
6: Create your own space
7: EVERYONE +77 and a diamond
8: Create your own space
9: +100
10: Create your own space
11:
-200

12: MERGE
13: -400
14: +25
15: -203
16: -5
17: +90
18:
+250

19: STEAL 200
20: -210
21: EVERYONE +240
22: -100
23: +100
24: ROLL AGAIN (x2)
25: +70
26: +130
27: +30
28:
-55

29: -175
30: +10
31: +203
32:
PROTECT

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

38: +500
39: -500
40: ROLL AGAIN (x1/2)
41: +280
42: RESET
43: +50
44: +160
45: -40
46: -5
47: +360
48: +20
49: RESET
50:
JACKPOT!!!

51: +185
52: +300
53: +125
54: EVERYONE -400
55:
Go to 500

56: +5
57: +75
58:
+100

59: +335
60: STEAL 250
61:
PROTECT

62: -55
63: -300
64: -75
65: -30
66:
UNLUCKY
:(
67: +30
68: -40
69: +60
70: -70
71: -190
72: +350
73:
Go to 750

74: +100
75: +100
76: -200
77:
+100

78: +150
79: -60
80: +50
81: -500
82: +300
83: ROLL AGAIN (x2)
84: ROLL AGAIN (x2)
85: +85
86: +90
87: +1
88: RESET
89: +400
90: +20
91: +55
92: -70
93: -70
94:
-100

95: -50
96: MERGE
97: STEAL 100
98: -300
99: EVERYONE RESET
100:
JACKPOT!!!

101:
PROTECT

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

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

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

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

121:
EVERYONE GO TO 420

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

124:
GO TO THE SCORE OF THE LEADER

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

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

142: MERGE with the
JACKPOT!!!

143: Switch scores with the player of your choice.
144: Gain a
PROTECT
but give the leader a
SUPER PROTECT
unless you are the leader. Then
+200
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Post Post #8427 (isolation #1887) » Sun Aug 20, 2017 2:29 am

Post by mallowgeno »

In post 8418, JerryArr wrote:EVERYONE +77 and a diamond
Does everyone get a diamond too or is it just the roller?
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Post Post #8428 (isolation #1888) » Sun Aug 20, 2017 2:30 am

Post by mallowgeno »

x3

Original Roll String: 1d144
1 144-Sided Dice: (54) = 54
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Post Post #8429 (isolation #1889) » Sun Aug 20, 2017 2:30 am

Post by mallowgeno »

Mallow: 513
Puzzledan: 225
♦Agent Sparkles: 723
♦Allomancer: 206
JerryArr: 495
D3f: 240
Cheery: 350
^BigYoshiFan: 0

Jackpot: 800
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Post Post #8432 (isolation #1890) » Sun Aug 20, 2017 5:54 am

Post by mallowgeno »

Original Roll String: 1d144
1 144-Sided Dice: (37) = 37
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Post Post #8433 (isolation #1891) » Sun Aug 20, 2017 5:54 am

Post by mallowgeno »

Mallow: 338
Puzzledan: 225
♦Agent Sparkles: 723
♦Allomancer: 206
JerryArr: 495
D3f: 240
Cheery: 350
^BigYoshiFan: 100

Jackpot: 800
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Post Post #8436 (isolation #1892) » Sun Aug 20, 2017 6:04 am

Post by mallowgeno »

Thanks BYF

Original Roll String: 1d144
1 144-Sided Dice: (73) = 73
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Post Post #8437 (isolation #1893) » Sun Aug 20, 2017 6:04 am

Post by mallowgeno »

Mallow: -22
Puzzledan: 275
♦Agent Sparkles: 773
♦Allomancer: 256
JerryArr: 545
D3f: 290
Cheery: 400
^BigYoshiFan: 0

Jackpot: 800
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Post Post #8443 (isolation #1894) » Sun Aug 20, 2017 9:38 am

Post by mallowgeno »

Original Roll String: 1d144
1 144-Sided Dice: (109) = 109
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Post Post #8444 (isolation #1895) » Sun Aug 20, 2017 9:38 am

Post by mallowgeno »

Original Roll String: 1d20
1 20-Sided Dice: (17) = 17
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Post Post #8445 (isolation #1896) » Sun Aug 20, 2017 9:41 am

Post by mallowgeno »

Mallow: 78
Puzzledan: 275
♦Agent Sparkles: 0
♦Allomancer: 256
JerryArr: 695
D3f: 290
Cheery: 400
^BigYoshiFan: 773

Jackpot: 800
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Post Post #8456 (isolation #1897) » Sun Aug 20, 2017 2:36 pm

Post by mallowgeno »

All this thievery!

Original Roll String: 1d144
1 144-Sided Dice: (28) = 28
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Post Post #8457 (isolation #1898) » Sun Aug 20, 2017 2:36 pm

Post by mallowgeno »

Original Roll String: 1d144
1 144-Sided Dice: (83) = 83
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Post Post #8458 (isolation #1899) » Sun Aug 20, 2017 2:36 pm

Post by mallowgeno »

Choosing 108 to roll the trick die once more

Original Roll String: 1d144
1 144-Sided Dice: (94) = 94
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Post Post #8459 (isolation #1900) » Sun Aug 20, 2017 2:37 pm

Post by mallowgeno »

+150 it is

Mallow: 228
Puzzledan: 275
♦Agent Sparkles: 0
♦Allomancer: 56
JerryArr: 945
D3f: 40
Cheery: 400
^BigYoshiFan: 448
Ircher: 450

Jackpot: 800
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Post Post #8467 (isolation #1901) » Sun Aug 20, 2017 3:36 pm

Post by mallowgeno »

Original Roll String: 1d144
1 144-Sided Dice: (49) = 49
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Post Post #8468 (isolation #1902) » Sun Aug 20, 2017 3:37 pm

Post by mallowgeno »

#^*♦Mallow: -208
Puzzledan: 275
♦Agent Sparkles: 0
♦Allomancer: -437
JerryArr: 945
D3f: 40
Cheery: 400
^BigYoshiFan: 448
Ircher: 550

Jackpot: 800
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Post Post #8476 (isolation #1903) » Mon Aug 21, 2017 1:25 am

Post by mallowgeno »

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

11:
-200

12: MERGE
13: -400
14: +25
15: -203
16: -5
17: +90
18:
+250

19: STEAL 200
20: -210
21: EVERYONE +240
22: -100
23: +100
24: ROLL AGAIN (x2)
25: +70
26: +130
27: +30
28:
-55

29: -175
30: +10
31: +203
32:
PROTECT

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

38: +500
39: -500
40: ROLL AGAIN (x1/2)
41: +280
42: RESET
43: +50
44: +160
45: -40
46: -5
47: +360
48: +20
49: RESET
50:
JACKPOT!!!

51: +185
52: +300
53: +125
54: EVERYONE -400
55:
Go to 500

56: +5
57: +75
58:
+100

59: +335
60: STEAL 250
61:
PROTECT

62: -55
63: -300
64: -75
65: -30
66:
UNLUCKY
:(
67: +30
68: -40
69: +60
70: -70
71: -190
72: +350
73:
Go to 750

74: +100
75: +100
76: -200
77:
+100

78: +150
79: -60
80: +50
81: -500
82: +300
83: ROLL AGAIN (x2)
84: ROLL AGAIN (x2)
85: +85
86: +90
87: +1
88: RESET
89: +400
90: +20
91: +55
92: -70
93: -70
94:
-100

95: -50
96: MERGE
97: STEAL 100
98: -300
99: EVERYONE RESET
100:
JACKPOT!!!

101:
PROTECT

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

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

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

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

121:
EVERYONE GO TO 420

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

124:
GO TO THE SCORE OF THE LEADER

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

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

142: MERGE with the
JACKPOT!!!

143: Switch scores with the player of your choice.
144: Gain a
PROTECT
but give the leader a
SUPER PROTECT
unless you are the leader. Then
+200
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Post Post #8477 (isolation #1904) » Mon Aug 21, 2017 1:25 am

Post by mallowgeno »

Original Roll String: 1d144
1 144-Sided Dice: (51) = 51
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Post Post #8478 (isolation #1905) » Mon Aug 21, 2017 1:26 am

Post by mallowgeno »

##^^*♦Mallow: -201
^Puzzledan: 275
♦^Agent Sparkles: 0
♦^Allomancer: -437
JerryArr: 1045
^D3f: 40
^Cheery: 500
^^BigYoshiFan: 448
^Ircher: 550

Jackpot: 900
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Post Post #8482 (isolation #1906) » Mon Aug 21, 2017 3:17 am

Post by mallowgeno »

Ooo thanks Allo!

Original Roll String: 1d144
1 144-Sided Dice: (82) = 82
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Post Post #8483 (isolation #1907) » Mon Aug 21, 2017 3:18 am

Post by mallowgeno »

Jackpot pls

##^^*♦Mallow: 1133
^Puzzledan: 325
♦^Agent Sparkles: 227
♦Allomancer: -253
JerryArr: 1045
^D3f: 90
^Cheery: 550
^^BigYoshiFan: 548
^Ircher: 600

Jackpot: 500
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Post Post #8484 (isolation #1908) » Mon Aug 21, 2017 3:19 am

Post by mallowgeno »

For future games I'm going to change space 141 so that it states "Cannot cause to win" to try and encourage the 3 symbols
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Post Post #8488 (isolation #1909) » Mon Aug 21, 2017 6:02 am

Post by mallowgeno »

Original Roll String: 1d144
1 144-Sided Dice: (104) = 104
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Post Post #8489 (isolation #1910) » Mon Aug 21, 2017 6:03 am

Post by mallowgeno »

##^^*♦Mallow: 1200
^Puzzledan: 325
♦^Agent Sparkles: 227
♦Allomancer: -253
JerryArr: 1045
^D3f: 90
^Cheery: 800
^^BigYoshiFan: 548
^Ircher: 600

Jackpot: 750
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Post Post #8492 (isolation #1911) » Mon Aug 21, 2017 6:23 am

Post by mallowgeno »

109 is the worst

Original Roll String: 1d144
1 144-Sided Dice: (52) = 52
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Post Post #8493 (isolation #1912) » Mon Aug 21, 2017 6:23 am

Post by mallowgeno »

##^^*♦Mallow: 1267
^Puzzledan: -325
♦^Agent Sparkles: 227
♦Allomancer: -253
JerryArr: 1045
^D3f: 90
^Cheery: 800
^^BigYoshiFan: 548
^Ircher: 600

Jackpot: 750
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Post Post #8496 (isolation #1913) » Mon Aug 21, 2017 8:05 am

Post by mallowgeno »

Original Roll String: 1d144
1 144-Sided Dice: (135) = 135
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Post Post #8497 (isolation #1914) » Mon Aug 21, 2017 8:05 am

Post by mallowgeno »

Gonna RR

Original Roll String: 1d144
1 144-Sided Dice: (101) = 101
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Post Post #8498 (isolation #1915) » Mon Aug 21, 2017 8:06 am

Post by mallowgeno »

RR once more

Original Roll String: 1d144
1 144-Sided Dice: (49) = 49
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Post Post #8499 (isolation #1916) » Mon Aug 21, 2017 8:06 am

Post by mallowgeno »

##*♦Mallow: 1357
^Puzzledan: -325
♦^Agent Sparkles: 227
♦Allomancer: -253
JerryArr: 1045
^D3f: 90
^Cheery: 800
^^BigYoshiFan: 548
^Ircher: 1350

Jackpot: 500
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Post Post #8502 (isolation #1917) » Mon Aug 21, 2017 10:33 am

Post by mallowgeno »

Loved that space #4 lol, I think I'll keep it.

145: All players score 50 points per symbol except clubs, which is -100, and diamonds, which is +177. Then
+200
and gain a Diamond.
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Post Post #8503 (isolation #1918) » Mon Aug 21, 2017 10:35 am

Post by mallowgeno »

1: +400
2: Create your own space
3: Create your own space
4: Create your own space
5: Create your own space
6: Create your own space
7: Create your own space
9: Create your own space
10: Create your own space
11:
-200

12: MERGE
13: -400
14: +25
15: -203
16: -5
17: +90
18:
+250

19: STEAL 200
20: -210
21: EVERYONE +240
22: -100
23: +100
24: ROLL AGAIN (x2)
25: +70
26: +130
27: +30
28:
-55

29: -175
30: +10
31: +203
32:
PROTECT

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

38: +500
39: -500
40: ROLL AGAIN (x1/2)
41: +280
42: RESET
43: +50
44: +160
45: -40
46: -5
47: +360
48: +20
49: RESET
50:
JACKPOT!!!

51: +185
52: +300
53: +125
54: EVERYONE -400
55:
Go to 500

56: +5
57: +75
58:
+100

59: +335
60: STEAL 250
61:
PROTECT

62: -55
63: -300
64: -75
65: -30
66:
UNLUCKY
:(
67: +30
68: -40
69: +60
70: -70
71: -190
72: +350
73:
Go to 750

74: +100
75: +100
76: -200
77:
+100

78: +150
79: -60
80: +50
81: -500
82: +300
83: ROLL AGAIN (x2)
84: ROLL AGAIN (x2)
85: +85
86: +90
87: +1
88: RESET
89: +400
90: +20
91: +55
92: -70
93: -70
94:
-100

95: -50
96: MERGE
97: STEAL 100
98: -300
99: EVERYONE RESET
100:
JACKPOT!!!

101:
PROTECT

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

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

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

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

121:
EVERYONE GO TO 420

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

124:
GO TO THE SCORE OF THE LEADER

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

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

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

145: All players score 50 points per symbol except clubs, which is -100, and diamonds, which is +177. Then
+200
and gain a Diamond.
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Post Post #8504 (isolation #1919) » Mon Aug 21, 2017 10:36 am

Post by mallowgeno »

Original Roll String: 1d145
1 145-Sided Dice: (110) = 110
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Post Post #8505 (isolation #1920) » Mon Aug 21, 2017 10:37 am

Post by mallowgeno »

Alright solid start!

Mallow: 400

Jackpot: 500
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Post Post #8512 (isolation #1921) » Mon Aug 21, 2017 3:58 pm

Post by mallowgeno »

Original Roll String: 1d145
1 145-Sided Dice: (38) = 38
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Post Post #8513 (isolation #1922) » Mon Aug 21, 2017 3:59 pm

Post by mallowgeno »

Mallow: 450
JerryArr: 20
Ircher: 500
Cheery: -300

Jackpot: 450
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Post Post #8518 (isolation #1923) » Mon Aug 21, 2017 4:39 pm

Post by mallowgeno »

Original Roll String: 1d145
1 145-Sided Dice: (96) = 96
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Post Post #8519 (isolation #1924) » Mon Aug 21, 2017 4:40 pm

Post by mallowgeno »

Mallow: 375
JerryArr: 370
Ircher: 500
Cheery: -300
BigYoshiFan: -190

Jackpot: 450
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Post Post #8522 (isolation #1925) » Tue Aug 22, 2017 2:46 am

Post by mallowgeno »

@Allo, make sure to use a d145 next time pls :D

Original Roll String: 1d145
1 145-Sided Dice: (79) = 79
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Post Post #8523 (isolation #1926) » Tue Aug 22, 2017 2:46 am

Post by mallowgeno »

Mallow: 172
JerryArr: 370
Ircher: 500
Cheery: -300
BigYoshiFan: -190
Allomancer: 100

Jackpot: 450
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Post Post #8526 (isolation #1927) » Tue Aug 22, 2017 5:52 am

Post by mallowgeno »

1: +400
2: Create your own space
3: Create your own space
4: Create your own space
5: Create your own space
6: Create your own space
7: Set the jackpot to 300, then lose this amount (the difference). If the Jackpot was already at 300 then
+200
instead.
9: Create your own space
10: Create your own space
11:
-200

12: MERGE
13: -400
14: +25
15: -203
16: -5
17: +90
18:
+250

19: STEAL 200
20: -210
21: EVERYONE +240
22: -100
23: +100
24: ROLL AGAIN (x2)
25: +70
26: +130
27: +30
28:
-55

29: -175
30: +10
31: +203
32:
PROTECT

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

38: +500
39: -500
40: ROLL AGAIN (x1/2)
41: +280
42: RESET
43: +50
44: +160
45: -40
46: -5
47: +360
48: +20
49: RESET
50:
JACKPOT!!!

51: +185
52: +300
53: +125
54: EVERYONE -400
55:
Go to 500

56: +5
57: +75
58:
+100

59: +335
60: STEAL 250
61:
PROTECT

62: -55
63: -300
64: -75
65: -30
66:
UNLUCKY
:(
67: +30
68: -40
69: +60
70: -70
71: -190
72: +350
73:
Go to 750

74: +100
75: +100
76: -200
77:
+100

78: +150
79: -60
80: +50
81: -500
82: +300
83: ROLL AGAIN (x2)
84: ROLL AGAIN (x2)
85: +85
86: +90
87: +1
88: RESET
89: +400
90: +20
91: +55
92: -70
93: -70
94:
-100

95: -50
96: MERGE
97: STEAL 100
98: -300
99: EVERYONE RESET
100:
JACKPOT!!!

101:
PROTECT

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

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

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

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

121:
EVERYONE GO TO 420

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

124:
GO TO THE SCORE OF THE LEADER

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

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

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

145: All players score 50 points per symbol except clubs, which is -100, and diamonds, which is +177. Then
+200
and gain a Diamond.
Last edited by mallowgeno on Tue Aug 22, 2017 6:58 am, edited 2 times in total.
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Post Post #8527 (isolation #1928) » Tue Aug 22, 2017 5:52 am

Post by mallowgeno »

Original Roll String: 1d145
1 145-Sided Dice: (68) = 68
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Post Post #8528 (isolation #1929) » Tue Aug 22, 2017 5:54 am

Post by mallowgeno »

Space 7 becomes "Set the jackpot to 300, then lose this amount. If the Jackpot was already at 300 then
+200
instead."
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Post Post #8531 (isolation #1930) » Tue Aug 22, 2017 6:58 am

Post by mallowgeno »

In post 8529, JerryArr wrote:"this amount" being the former jackpot value, or the difference between the former jackpot value and 300?

Difference sorry
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Post Post #8532 (isolation #1931) » Tue Aug 22, 2017 6:59 am

Post by mallowgeno »

Original Roll String: 1d145
1 145-Sided Dice: (9) = 9
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Post Post #8533 (isolation #1932) » Tue Aug 22, 2017 7:00 am

Post by mallowgeno »

Stealing 20% from Jerry

puzzledan: 450
Mallow: 326
JerryArr: 616
Ircher: 500
Cheery: -300
BigYoshiFan: -190
Allomancer: 100
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Post Post #8540 (isolation #1933) » Tue Aug 22, 2017 4:21 pm

Post by mallowgeno »

Welp

Original Roll String: 1d145
1 145-Sided Dice: (132) = 132
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Post Post #8541 (isolation #1934) » Tue Aug 22, 2017 4:21 pm

Post by mallowgeno »

yay big target early!

Mallow: 500

Jackpot: 500
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Post Post #8547 (isolation #1935) » Wed Aug 23, 2017 4:41 am

Post by mallowgeno »

Original Roll String: 1d145
1 145-Sided Dice: (129) = 129
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Post Post #8548 (isolation #1936) » Wed Aug 23, 2017 4:41 am

Post by mallowgeno »

Merging with Allo

puzzledan: 0
Mallow: 300
JerryArr: 80
Ircher: 0
Cheery: 0
BigYoshiFan: 0
Allomancer: 300

Jackpot: 600
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Post Post #8551 (isolation #1937) » Thu Aug 24, 2017 1:57 am

Post by mallowgeno »

1: +400
2: Create your own space
3: Create your own space
4: Create your own space
5: Create your own space
6: Create your own space
7: Set the jackpot to 300, then lose this amount (the difference). If the Jackpot was already at 300 then
+200
instead.
9: Create your own space
10: Create your own space
11:
-200

12: MERGE
13: -400
14: +25
15: -203
16: -5
17: +90
18:
+250

19: STEAL 200
20: -210
21: EVERYONE +240
22: -100
23: +100
24: ROLL AGAIN (x2)
25: +70
26: +130
27: +30
28:
-55

29: -175
30: +10
31: +203
32:
PROTECT

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

38: +500
39: -500
40: ROLL AGAIN (x1/2)
41: +280
42: RESET
43: +50
44: +160
45: -40
46: -5
47: +360
48: +20
49: RESET
50:
JACKPOT!!!

51: +185
52: +300
53: +125
54: EVERYONE -400
55:
Go to 500

56: +5
57: +75
58:
+100

59: +335
60: STEAL 250
61:
PROTECT

62: -55
63: -300
64: -75
65: -30
66:
UNLUCKY
:(
67: +30
68: -40
69: +60
70: -70
71: -190
72: +350
73:
Go to 750

74: +100
75: +100
76: -200
77:
+100

78: +150
79: -60
80: +50
81: -500
82: +300
83: ROLL AGAIN (x2)
84: ROLL AGAIN (x2)
85: +85
86: +90
87: +1
88: RESET
89: +400
90: +20
91: +55
92: -70
93: -70
94:
-100

95: -50
96: MERGE
97: STEAL 100
98: -300
99: EVERYONE RESET
100:
JACKPOT!!!

101:
PROTECT

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

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

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

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

121:
EVERYONE GO TO 420

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

124:
GO TO THE SCORE OF THE LEADER

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

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

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

145: All players score 50 points per symbol except clubs, which is -100, and diamonds, which is +177. Then
+200
and gain a Diamond.
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Post Post #8552 (isolation #1938) » Thu Aug 24, 2017 1:57 am

Post by mallowgeno »

Original Roll String: 1d145
1 145-Sided Dice: (12) = 12
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Post Post #8553 (isolation #1939) » Thu Aug 24, 2017 1:57 am

Post by mallowgeno »

puzzledan: 0
Mallow: 325
JerryArr: 330
Ircher: 0
Cheery: 0
BigYoshiFan: 0
Allomancer: 50

Jackpot: 600
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Post Post #8556 (isolation #1940) » Thu Aug 24, 2017 9:09 am

Post by mallowgeno »

Original Roll String: 1d145
1 145-Sided Dice: (134) = 134
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Post Post #8557 (isolation #1941) » Thu Aug 24, 2017 9:09 am

Post by mallowgeno »

puzzledan: 0
Mallow: 395
JerryArr: 330
Ircher: 0
Cheery: 0
BigYoshiFan: 0
Allomancer: 100

Jackpot: 600
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Post Post #8560 (isolation #1942) » Thu Aug 24, 2017 9:54 am

Post by mallowgeno »

Original Roll String: 1d145
1 145-Sided Dice: (44) = 44
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Post Post #8561 (isolation #1943) » Thu Aug 24, 2017 9:55 am

Post by mallowgeno »

Jackpot pls

puzzledan: 0
Mallow: 995
JerryArr: 330
Ircher: 0
Cheery: 0
BigYoshiFan: 0
Allomancer: 460

Jackpot: 500
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Post Post #8564 (isolation #1944) » Thu Aug 24, 2017 10:25 am

Post by mallowgeno »

Original Roll String: 1d145
1 145-Sided Dice: (110) = 110
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Post Post #8565 (isolation #1945) » Thu Aug 24, 2017 10:25 am

Post by mallowgeno »

puzzledan: 0
Mallow: 925
JerryArr: 460
Ircher: 0
Cheery: 0
BigYoshiFan: 0
Allomancer: 460

Jackpot: 500
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Post Post #8571 (isolation #1946) » Thu Aug 24, 2017 2:13 pm

Post by mallowgeno »

Original Roll String: 1d145
1 145-Sided Dice: (17) = 17
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Post Post #8572 (isolation #1947) » Thu Aug 24, 2017 2:14 pm

Post by mallowgeno »

puzzledan: 0
Mallow: 1075
JerryArr: 460
Ircher: 0
Cheery: -0
BigYoshiFan: 25
Allomancer: 460

Jackpot: 500
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Post Post #8575 (isolation #1948) » Thu Aug 24, 2017 3:59 pm

Post by mallowgeno »

Original Roll String: 1d145
1 145-Sided Dice: (87) = 87
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Post Post #8576 (isolation #1949) » Thu Aug 24, 2017 3:59 pm

Post by mallowgeno »

1: +400
2: Create your own space
3: Create your own space
4: Create your own space
5: Create your own space
6: Create your own space
7: Create your own space
9: Create your own space
10: Create your own space
11:
-200

12: MERGE
13: -400
14: +25
15: -203
16: -5
17: +90
18:
+250

19: STEAL 200
20: -210
21: EVERYONE +240
22: -100
23: +100
24: ROLL AGAIN (x2)
25: +70
26: +130
27: +30
28:
-55

29: -175
30: +10
31: +203
32:
PROTECT

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

38: +500
39: -500
40: ROLL AGAIN (x1/2)
41: +280
42: RESET
43: +50
44: +160
45: -40
46: -5
47: +360
48: +20
49: RESET
50:
JACKPOT!!!

51: +185
52: +300
53: +125
54: EVERYONE -400
55:
Go to 500

56: +5
57: +75
58:
+100

59: +335
60: STEAL 250
61:
PROTECT

62: -55
63: -300
64: -75
65: -30
66:
UNLUCKY
:(
67: +30
68: -40
69: +60
70: -70
71: -190
72: +350
73:
Go to 750

74: +100
75: +100
76: -200
77:
+100

78: +150
79: -60
80: +50
81: -500
82: +300
83: ROLL AGAIN (x2)
84: ROLL AGAIN (x2)
85: +85
86: +90
87: +1
88: RESET
89: +400
90: +20
91: +55
92: -70
93: -70
94:
-100

95: -50
96: MERGE
97: STEAL 100
98: -300
99: EVERYONE RESET
100:
JACKPOT!!!

101:
PROTECT

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

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

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

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

121:
EVERYONE GO TO 420

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

124:
GO TO THE SCORE OF THE LEADER

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

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

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

145: All players score 50 points per symbol except clubs, which is -100, and diamonds, which is +177. Then
+200
and gain a Diamond.
146: Cleanse-Remove any symbols you don't want from yourself and then remove a ~ or % from another player. Then gain +200
Last edited by mallowgeno on Thu Aug 24, 2017 5:07 pm, edited 1 time in total.
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Post Post #8577 (isolation #1950) » Thu Aug 24, 2017 4:00 pm

Post by mallowgeno »

puzzledan: 0
Mallow: 1135
JerryArr: 1075
Ircher: 0
Cheery: -0
BigYoshiFan: 25
Allomancer: 460

Jackpot: 500
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Post Post #8583 (isolation #1951) » Thu Aug 24, 2017 4:27 pm

Post by mallowgeno »

Original Roll String: 1d145
1 145-Sided Dice: (138) = 138
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Post Post #8584 (isolation #1952) » Thu Aug 24, 2017 4:28 pm

Post by mallowgeno »

LOL

%%puzzledan: 0
%Mallow: 1435
%JerryArr: 1375
%%Ircher: 0
%%Cheery: -0
%%BigYoshiFan: 95
%%Allomancer: 460

Jackpot: 500
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Post Post #8587 (isolation #1953) » Thu Aug 24, 2017 4:57 pm

Post by mallowgeno »

Original Roll String: 1d145
1 145-Sided Dice: (133) = 133
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Post Post #8588 (isolation #1954) » Thu Aug 24, 2017 4:58 pm

Post by mallowgeno »

GG

%%puzzledan: 0
%Mallow: 1585

%JerryArr: 1375
%%Ircher: 0
%%Cheery: -0
%BigYoshiFan: -210
%%Allomancer: 460

Jackpot: 500
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Post Post #8589 (isolation #1955) » Thu Aug 24, 2017 5:05 pm

Post by mallowgeno »

146: Cleanse-Remove any symbols you don't want from yourself and then remove a ~ or % from another player. Then gain +200
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Post Post #8590 (isolation #1956) » Thu Aug 24, 2017 5:07 pm

Post by mallowgeno »

Original Roll String: 1d146
1 146-Sided Dice: (112) = 112
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Post Post #8591 (isolation #1957) » Thu Aug 24, 2017 5:07 pm

Post by mallowgeno »

Mallow: -70

Jackpot: 500
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Post Post #8594 (isolation #1958) » Fri Aug 25, 2017 6:07 am

Post by mallowgeno »

Original Roll String: 1d146
1 146-Sided Dice: (115) = 115
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Post Post #8595 (isolation #1959) » Fri Aug 25, 2017 6:08 am

Post by mallowgeno »

Trick Die

Original Roll String: 1d146
1 146-Sided Dice: (142) = 142
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Post Post #8596 (isolation #1960) » Fri Aug 25, 2017 6:08 am

Post by mallowgeno »

Mallow: 500
JerryArr: 335

Jackpot: 500
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Post Post #8599 (isolation #1961) » Fri Aug 25, 2017 4:13 pm

Post by mallowgeno »

Original Roll String: 1d146
1 146-Sided Dice: (74) = 74
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Post Post #8600 (isolation #1962) » Fri Aug 25, 2017 4:13 pm

Post by mallowgeno »

Mallow: 718
JerryArr: 418

Jackpot: 500
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Post Post #8601 (isolation #1963) » Fri Aug 25, 2017 4:14 pm

Post by mallowgeno »

1: +400
2: Create your own space
3: Create your own space
4: -1, if this uses a protect, gain a new
PROTECT

5: Create your own space
6: Create your own space
7: Create your own space
9: Create your own space
10: Create your own space
11:
-200

12: MERGE
13: -400
14: +25
15: -203
16: -5
17: +90
18:
+250

19: STEAL 200
20: -210
21: EVERYONE +240
22: -100
23: +100
24: ROLL AGAIN (x2)
25: +70
26: +130
27: +30
28:
-55

29: -175
30: +10
31: +203
32:
PROTECT

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

38: +500
39: -500
40: ROLL AGAIN (x1/2)
41: +280
42: RESET
43: +50
44: +160
45: -40
46: -5
47: +360
48: +20
49: RESET
50:
JACKPOT!!!

51: +185
52: +300
53: +125
54: EVERYONE -400
55:
Go to 500

56: +5
57: +75
58:
+100

59: +335
60: STEAL 250
61:
PROTECT

62: -55
63: -300
64: -75
65: -30
66:
UNLUCKY
:(
67: +30
68: -40
69: +60
70: -70
71: -190
72: +350
73:
Go to 750

74: +100
75: +100
76: -200
77:
+100

78: +150
79: -60
80: +50
81: -500
82: +300
83: ROLL AGAIN (x2)
84: ROLL AGAIN (x2)
85: +85
86: +90
87: +1
88: RESET
89: +400
90: +20
91: +55
92: -70
93: -70
94:
-100

95: -50
96: MERGE
97: STEAL 100
98: -300
99: EVERYONE RESET
100:
JACKPOT!!!

101:
PROTECT

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

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

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

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

121:
EVERYONE GO TO 420

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

124:
GO TO THE SCORE OF THE LEADER

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

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

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

145: All players score 50 points per symbol except clubs, which is -100, and diamonds, which is +177. Then
+200
and gain a Diamond.
146: Cleanse-Remove any symbols you don't want from yourself and then remove a ~ or % from another player. Then gain +200
Last edited by mallowgeno on Sat Aug 26, 2017 1:14 am, edited 1 time in total.
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Post Post #8616 (isolation #1964) » Sat Aug 26, 2017 6:01 pm

Post by mallowgeno »

Welcome to the game Realeo! Make sure to update the scores after you roll :)

CheeryDog: -200
Mallow: 468
JerryArr: 378
Realeo: 425
Allomancer: 400

Jackpot: 500
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Post Post #8617 (isolation #1965) » Sat Aug 26, 2017 6:01 pm

Post by mallowgeno »

Original Roll String: 1d146
1 146-Sided Dice: (9) = 9
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Post Post #8618 (isolation #1966) » Sat Aug 26, 2017 6:01 pm

Post by mallowgeno »

CheeryDog: -200
Mallow: 868
JerryArr: 378
Realeo: 425
Allomancer: 400

Jackpot: 500
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Post Post #8623 (isolation #1967) » Sun Aug 27, 2017 11:52 am

Post by mallowgeno »

Original Roll String: 1d146
1 146-Sided Dice: (133) = 133
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Post Post #8624 (isolation #1968) » Sun Aug 27, 2017 11:52 am

Post by mallowgeno »

CheeryDog: -200
Mallow: 898
JerryArr: 478
Realeo: 425
Allomancer: 400
*BigYoshiFan: 0

Jackpot: 600
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Post Post #8630 (isolation #1969) » Sun Aug 27, 2017 1:48 pm

Post by mallowgeno »

Original Roll String: 1d146
1 146-Sided Dice: (69) = 69
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Post Post #8631 (isolation #1970) » Sun Aug 27, 2017 1:49 pm

Post by mallowgeno »

CheeryDog: -200
Mallow: 998
JerryArr: 78
Realeo: 425
Allomancer: 345
*BigYoshiFan: 0

Jackpot: 700
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Post Post #8637 (isolation #1971) » Sun Aug 27, 2017 4:27 pm

Post by mallowgeno »

Rounding up those scores:

CheeryDog: 13
Mallow: 1211
JerryArr: 291
Realeo: 0
Allomancer: 558
*BigYoshiFan: 638

Jackpot: 700

Original Roll String: 1d146
1 146-Sided Dice: (142) = 142
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Post Post #8638 (isolation #1972) » Sun Aug 27, 2017 4:28 pm

Post by mallowgeno »

CheeryDog: 13
Mallow: 1212
JerryArr: 291
Realeo: 0
Allomancer: 558
*BigYoshiFan: 638

Jackpot: 700
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Post Post #8650 (isolation #1973) » Mon Aug 28, 2017 3:45 am

Post by mallowgeno »

Random Ani lol

Original Roll String: 1d146
1 146-Sided Dice: (103) = 103
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Post Post #8651 (isolation #1974) » Mon Aug 28, 2017 3:46 am

Post by mallowgeno »

1: +400
2: Create your own space
3: Create your own space
4: Create your own space
5: Create your own space
6: Create your own space
7: Create your own space
9: Create your own space
10: Create your own space
11:
-200

12: MERGE
13: -400
14: +25
15: -203
16: -5
17: +90
18:
+250

19: STEAL 200
20: -210
21: EVERYONE +240
22: -100
23: +100
24: ROLL AGAIN (x2)
25: +70
26: +130
27: +30
28:
-55

29: -175
30: +10
31: +203
32:
PROTECT

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

38: +500
39: -500
40: ROLL AGAIN (x1/2)
41: +280
42: RESET
43: +50
44: +160
45: -40
46: -5
47: +360
48: +20
49: RESET
50:
JACKPOT!!!

51: +185
52: +300
53: +125
54: EVERYONE -400
55:
Go to 500

56: +5
57: +75
58:
+100

59: +335
60: STEAL 250
61:
PROTECT

62: -55
63: -300
64: -75
65: -30
66:
UNLUCKY
:(
67: +30
68: -40
69: +60
70: -70
71: -190
72: +350
73:
Go to 750

74: +100
75: +100
76: -200
77:
+100

78: +150
79: -60
80: +50
81: -500
82: +300
83: ROLL AGAIN (x2)
84: ROLL AGAIN (x2)
85: +85
86: +90
87: +1
88: RESET
89: +400
90: +20
91: +55
92: -70
93: -70
94:
-100

95: -50
96: MERGE
97: STEAL 100
98: -300
99: EVERYONE RESET
100:
JACKPOT!!!

101:
PROTECT

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

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

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

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

121:
EVERYONE GO TO 420

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

124:
GO TO THE SCORE OF THE LEADER

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

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

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

145: All players score 50 points per symbol except clubs, which is -100, and diamonds, which is +177. Then
+200
and gain a Diamond.
146: Cleanse-Remove any symbols you don't want from yourself and then remove a ~ or % from another player. Then gain +200
147:
Unlucky
:(
Last edited by mallowgeno on Mon Aug 28, 2017 3:28 pm, edited 2 times in total.
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Post Post #8652 (isolation #1975) » Mon Aug 28, 2017 3:46 am

Post by mallowgeno »

Cheery Dog: -387
Mallow: 591
JerryArr: 1112
Realeo: 600
Allomancer: 558
*BigYoshiFan: 638

Jackpot: 700
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Post Post #8657 (isolation #1976) » Mon Aug 28, 2017 10:52 am

Post by mallowgeno »

don't spend it all in one place ;)

Original Roll String: 1d14
1 14-Sided Dice: (13) = 13
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Post Post #8658 (isolation #1977) » Mon Aug 28, 2017 10:54 am

Post by mallowgeno »

2 becomes "
Go to 1000
. Gain 3 &'s. After you roll the dice, remove 1 & (this occurs after EACH roll). If you lose all 3 &'s, lose all symbols (minus club) and RESET"
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Post Post #8668 (isolation #1978) » Mon Aug 28, 2017 3:57 pm

Post by mallowgeno »

Go ahead and start the next one Realeo! Congrats on the win!
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Post Post #8671 (isolation #1979) » Mon Aug 28, 2017 4:01 pm

Post by mallowgeno »

RIGGED

Original Roll String: 1d147
1 147-Sided Dice: (90) = 90
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Post Post #8672 (isolation #1980) » Mon Aug 28, 2017 4:01 pm

Post by mallowgeno »

Realeo: 500
Mallow: 0

Jackpot: 500
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Post Post #8675 (isolation #1981) » Tue Aug 29, 2017 1:46 am

Post by mallowgeno »

Original Roll String: 1d147
1 147-Sided Dice: (101) = 101
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Post Post #8676 (isolation #1982) » Tue Aug 29, 2017 1:47 am

Post by mallowgeno »

1: +400
2: Create your own space
3: Create your own space
4: Flip the positivity/negativity of your next roll that lands on a ±# space. Marked with a
£
.
5: Create your own space
6: Create your own space
7: Create your own space
9: Create your own space
10: Create your own space
11:
-200

12: MERGE
13: -400
14: +25
15: -203
16: -5
17: +90
18:
+250

19: STEAL 200
20: -210
21: EVERYONE +240
22: -100
23: +100
24: ROLL AGAIN (x2)
25: +70
26: +130
27: +30
28:
-55

29: -175
30: +10
31: +203
32:
PROTECT

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

38: +500
39: -500
40: ROLL AGAIN (x1/2)
41: +280
42: RESET
43: +50
44: +160
45: -40
46: -5
47: +360
48: +20
49: RESET
50:
JACKPOT!!!

51: +185
52: +300
53: +125
54: EVERYONE -400
55:
Go to 500

56: +5
57: +75
58:
+100

59: +335
60: STEAL 250
61:
PROTECT

62: -55
63: -300
64: -75
65: -30
66:
UNLUCKY
:(
67: +30
68: -40
69: +60
70: -70
71: -190
72: +350
73:
Go to 750

74: +100
75: +100
76: -200
77:
+100

78: +150
79: -60
80: +50
81: -500
82: +300
83: ROLL AGAIN (x2)
84: ROLL AGAIN (x2)
85: +85
86: +90
87: +1
88: RESET
89: +400
90: +20
91: +55
92: -70
93: -70
94:
-100

95: -50
96: MERGE
97: STEAL 100
98: -300
99: EVERYONE RESET
100:
JACKPOT!!!

101:
PROTECT

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

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

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

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

121:
EVERYONE GO TO 420

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

124:
GO TO THE SCORE OF THE LEADER

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

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

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

145: All players score 50 points per symbol except clubs, which is -100, and diamonds, which is +177. Then
+200
and gain a Diamond.
146: Cleanse-Remove any symbols you don't want from yourself and then remove a ~ or % from another player. Then gain +200
147:
Unlucky
:(
Last edited by mallowgeno on Tue Aug 29, 2017 3:47 am, edited 1 time in total.
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Post Post #8677 (isolation #1983) » Tue Aug 29, 2017 1:47 am

Post by mallowgeno »

Realeo: 500
Mallow: 335
BigYoshiFan: 280

Jackpot: 500
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Post Post #8683 (isolation #1984) » Tue Aug 29, 2017 2:10 am

Post by mallowgeno »

I swear you always get that space Cheery XD

Original Roll String: 1d147
1 147-Sided Dice: (104) = 104
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Post Post #8684 (isolation #1985) » Tue Aug 29, 2017 2:10 am

Post by mallowgeno »

Realeo: -300
♦Mallow: 335
BigYoshiFan: 280
Cheery: 750

Jackpot: 500
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Post Post #8687 (isolation #1986) » Tue Aug 29, 2017 3:15 am

Post by mallowgeno »

Original Roll String: 1d147
1 147-Sided Dice: (142) = 142
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Post Post #8688 (isolation #1987) » Tue Aug 29, 2017 3:16 am

Post by mallowgeno »

:o

Realeo: 750
♦Mallow: 842
BigYoshiFan: 280
Cheery: 750

Jackpot: 500
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Post Post #8693 (isolation #1988) » Tue Aug 29, 2017 3:47 am

Post by mallowgeno »

Original Roll String: 1d147
1 147-Sided Dice: (79) = 79
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Post Post #8694 (isolation #1989) » Tue Aug 29, 2017 3:48 am

Post by mallowgeno »

Wow Cheery XD What are the odds???

Is that strictly for just a ± # space or any space that causes me to gain/lose points?

Realeo: 750
£♦Mallow: 849
BigYoshiFan: 280
Cheery: 750

Jackpot: 500
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Post Post #8699 (isolation #1990) » Tue Aug 29, 2017 7:10 am

Post by mallowgeno »

Original Roll String: 1d147
1 147-Sided Dice: (70) = 70
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Post Post #8700 (isolation #1991) » Tue Aug 29, 2017 7:11 am

Post by mallowgeno »

Realeo: 450
♦Mallow: 836
BigYoshiFan: 280
Cheery: 750
JerryArr: 300

Jackpot: 500
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Post Post #8708 (isolation #1992) » Tue Aug 29, 2017 4:57 pm

Post by mallowgeno »

Original Roll String: 1d147
1 147-Sided Dice: (32) = 32
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Post Post #8709 (isolation #1993) » Tue Aug 29, 2017 4:58 pm

Post by mallowgeno »

Realeo: 275
♦♦Mallow: 1222
BigYoshiFan: 280
Cheery: 750
JerryArr: 100

Jackpot: 500
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Post Post #8713 (isolation #1994) » Tue Aug 29, 2017 5:01 pm

Post by mallowgeno »

Original Roll String: 1d147
1 147-Sided Dice: (3) = 3
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Post Post #8714 (isolation #1995) » Tue Aug 29, 2017 5:04 pm

Post by mallowgeno »

Realeo: 99
♦♦Mallow: 1476
BigYoshiFan: 520
Cheery: 990
JerryArr: 340

Jackpot: 500
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Post Post #8719 (isolation #1996) » Wed Aug 30, 2017 1:13 am

Post by mallowgeno »

148:
+350
and gain a
PROTECT
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Post Post #8720 (isolation #1997) » Wed Aug 30, 2017 1:14 am

Post by mallowgeno »

Original Roll String: 1d148
1 148-Sided Dice: (75) = 75
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Post Post #8721 (isolation #1998) » Wed Aug 30, 2017 1:14 am

Post by mallowgeno »

MERGE with no one :(

Mallow: 0

Jackpot: 500
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Post Post #8724 (isolation #1999) » Wed Aug 30, 2017 1:28 am

Post by mallowgeno »

Original Roll String: 1d148
1 148-Sided Dice: (108) = 108

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