Race to 1500! (Game 109)

For completed/abandoned Mish Mash Games.
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Post Post #7904 (isolation #1000) » Tue Aug 08, 2017 6:13 pm

Post by JerryArr »

Agent Sparkles: 221
BigYoshiFan: 221
~JerryArr: 471
Mallow: 221
Cheery: 221

Jackpot: 695
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Post Post #7912 (isolation #1001) » Wed Aug 09, 2017 4:37 am

Post by JerryArr »

Original Roll String: 1d100
1 100-Sided Dice: (30) = 30
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Post Post #7913 (isolation #1002) » Wed Aug 09, 2017 4:38 am

Post by JerryArr »

Half roll!

Original Roll String: 1d100
1 100-Sided Dice: (33) = 33
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Post Post #7914 (isolation #1003) » Wed Aug 09, 2017 4:40 am

Post by JerryArr »

Half of -100 is -50.

Agent Sparkles: 271
BigYoshiFan: 271
~JerryArr: 221
Mallow: 271
Cheery: 271

Jackpot: 645
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Post Post #7921 (isolation #1004) » Wed Aug 09, 2017 10:28 am

Post by JerryArr »

Original Roll String: 1d100
1 100-Sided Dice: (91) = 91
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Post Post #7922 (isolation #1005) » Wed Aug 09, 2017 10:28 am

Post by JerryArr »

Agent Sparkles: 271
BigYoshiFan: 321
~JerryArr: 241
Mallow: 108
Cheery: 271

Jackpot: 645
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Post Post #7936 (isolation #1006) » Wed Aug 09, 2017 1:00 pm

Post by JerryArr »

Original Roll String: 1d100
1 100-Sided Dice: (5) = 5
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Post Post #7937 (isolation #1007) » Wed Aug 09, 2017 1:00 pm

Post by JerryArr »

C'mere, BYF.

Agent Sparkles: 296
BigYoshiFan: 620
~JerryArr: 620
Mallow: 903
Cheery: 271

Jackpot: 645
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Post Post #7940 (isolation #1008) » Wed Aug 09, 2017 1:20 pm

Post by JerryArr »

Original Roll String: 1d100
1 100-Sided Dice: (21) = 21
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Post Post #7941 (isolation #1009) » Wed Aug 09, 2017 1:20 pm

Post by JerryArr »

Agent Sparkles: 296
BigYoshiFan: 620
~JerryArr: 590
Mallow: 0
Cheery: 587

Jackpot: 645
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Post Post #7946 (isolation #1010) » Wed Aug 09, 2017 3:21 pm

Post by JerryArr »

Original Roll String: 1d100
1 100-Sided Dice: (29) = 29
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Post Post #7947 (isolation #1011) » Wed Aug 09, 2017 3:22 pm

Post by JerryArr »

Round numbers!

Agent Sparkles: 296
BigYoshiFan: 710
~JerryArr: 600
Mallow: 0
Cheery: 587

Jackpot: 645
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Post Post #7950 (isolation #1012) » Wed Aug 09, 2017 3:25 pm

Post by JerryArr »

Original Roll String: 1d100
1 100-Sided Dice: (39) = 39
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Post Post #7951 (isolation #1013) » Wed Aug 09, 2017 3:25 pm

Post by JerryArr »

1: +400
2: Rewind: Lose all your symbols. Go back to the previous page and find the score count posted lowest to the bottom of the page. Copy/Paste your score/symbols you had
3: Create your own space
4: Remove 1 number from another players score. Then lose that many points as well (if a player loses a number in the 10's place, lose the number you removed x10, if in the 100's, lose the number you removed x100, etc)
5: ROLL AGAIN. If you hit a positive space, the player in last place also gets the effect.
6: Trick Die Turbo: Roll again. You may change the result by up to +/-1 for every player tied with you or beating you.
7: Create your own space
8:
Curse-
Roll 3 dice. Whatever spaces are rolled turn
RED
. If a player lands on them they lose all symbols then
GO TO -13
and become
Crippled
. You then immediately take this effect.
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!!!
Last edited by mallowgeno on Wed Aug 09, 2017 5:27 pm, edited 1 time in total.
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Post Post #7952 (isolation #1014) » Wed Aug 09, 2017 3:26 pm

Post by JerryArr »

Basically -100

Agent Sparkles: 296
BigYoshiFan: 710
~JerryArr: 500
Mallow: 250
Cheery: 587

Jackpot: 895
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Post Post #7955 (isolation #1015) » Wed Aug 09, 2017 3:30 pm

Post by JerryArr »

Ha

Original Roll String: 1d100
1 100-Sided Dice: (37) = 37
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Post Post #7956 (isolation #1016) » Wed Aug 09, 2017 3:30 pm

Post by JerryArr »

Agent Sparkles: 296
BigYoshiFan: 710
~JerryArr: 425
Mallow: 585
Cheery: 587

Jackpot: 895
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Post Post #7970 (isolation #1017) » Wed Aug 09, 2017 4:50 pm

Post by JerryArr »

Ouchies

Original Roll String: 1d100
1 100-Sided Dice: (40) = 40
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Post Post #7971 (isolation #1018) » Wed Aug 09, 2017 4:51 pm

Post by JerryArr »

6 is now "Trick Die Turbo: Roll again. You may change the result by up to +/-1 for every player tied with you or beating you."
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Post Post #7994 (isolation #1019) » Thu Aug 10, 2017 3:06 pm

Post by JerryArr »

It sure should! Probably!

Original Roll String: 1d100
1 100-Sided Dice: (39) = 39
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Post Post #7995 (isolation #1020) » Thu Aug 10, 2017 3:07 pm

Post by JerryArr »

See you later, crippled status! (Also deducted another 25 from Cheery for his %)

♦Agent Sparkles: 431
BigYoshiFan: 580
JerryArr: 750
Mallow: -255
%Cheery: 882

Jackpot: 750
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Post Post #7998 (isolation #1021) » Thu Aug 10, 2017 3:47 pm

Post by JerryArr »

Original Roll String: 1d141
1 141-Sided Dice: (2) = 2
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Post Post #7999 (isolation #1022) » Thu Aug 10, 2017 3:48 pm

Post by JerryArr »

♦Agent Sparkles: 671
BigYoshiFan: 820
JerryArr: 990
Mallow: -535
%Cheery: 1122

Jackpot: 750
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Post Post #8020 (isolation #1023) » Fri Aug 11, 2017 10:47 am

Post by JerryArr »

Original Roll String: 1d142
1 142-Sided Dice: (110) = 110
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Post Post #8021 (isolation #1024) » Fri Aug 11, 2017 10:47 am

Post by JerryArr »

Cheery: -465
♣Mallow: -310
Agent Sparkles: 190
JerryArr: -100

Jackpot: 500
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Post Post #8030 (isolation #1025) » Fri Aug 11, 2017 12:43 pm

Post by JerryArr »

Original Roll String: 1d142
1 142-Sided Dice: (34) = 34
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Post Post #8031 (isolation #1026) » Fri Aug 11, 2017 12:44 pm

Post by JerryArr »

Back to 0!

Cheery: -465
♣Mallow: -310
Agent Sparkles: 190
JerryArr: 0
^BigYoshiFan: 30
Allomancer: 0

Jackpot: 500
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Post Post #8038 (isolation #1027) » Fri Aug 11, 2017 2:15 pm

Post by JerryArr »

Original Roll String: 1d142
1 142-Sided Dice: (57) = 57
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Post Post #8039 (isolation #1028) » Fri Aug 11, 2017 2:16 pm

Post by JerryArr »

Cheery: -445
♣Mallow: -310
Agent Sparkles: 190
JerryArr: 300
^BigYoshiFan: 30
Allomancer: 90

Jackpot: 500
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Post Post #8046 (isolation #1029) » Fri Aug 11, 2017 4:04 pm

Post by JerryArr »

Original Roll String: 1d142
1 142-Sided Dice: (2) = 2
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Post Post #8047 (isolation #1030) » Fri Aug 11, 2017 4:04 pm

Post by JerryArr »

Three bills again

Cheery: -845
♣Mallow: -710
Agent Sparkles: -280
JerryArr: 300
^BigYoshiFan: -370
Allomancer: -620

Jackpot: 500
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Post Post #8061 (isolation #1031) » Sat Aug 12, 2017 5:59 am

Post by JerryArr »

Original Roll String: 1d142
1 142-Sided Dice: (139) = 139
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Post Post #8062 (isolation #1032) » Sat Aug 12, 2017 6:00 am

Post by JerryArr »

Incredible.

Cheery: 0
♣Mallow: 0
Agent Sparkles: 0
JerryArr: 0
^BigYoshiFan: 0
Allomancer: 0

Jackpot: 500
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Post Post #8069 (isolation #1033) » Sat Aug 12, 2017 12:41 pm

Post by JerryArr »

Five turns with no score... will this be six?

Original Roll String: 1d142
1 142-Sided Dice: (127) = 127
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Post Post #8070 (isolation #1034) » Sat Aug 12, 2017 12:41 pm

Post by JerryArr »

0 is neither positive nor negative, so yes it will!

Cheery: 0
♣Mallow: 0
Agent Sparkles: 0
JerryArr: 0
^BigYoshiFan: 0
Allomancer: 0

Jackpot: 500
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Post Post #8073 (isolation #1035) » Sat Aug 12, 2017 1:05 pm

Post by JerryArr »

Wow, points!

Original Roll String: 1d142
1 142-Sided Dice: (84) = 84
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Post Post #8074 (isolation #1036) » Sat Aug 12, 2017 1:06 pm

Post by JerryArr »

I'm in second!

Cheery: 0
♣Mallow: 0
Agent Sparkles: 0
JerryArr: 75
^BigYoshiFan: 0
Allomancer: 335

Jackpot: 500
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Post Post #8080 (isolation #1037) » Sat Aug 12, 2017 3:23 pm

Post by JerryArr »

Woooo!

Original Roll String: 1d142
1 142-Sided Dice: (12) = 12
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Post Post #8081 (isolation #1038) » Sat Aug 12, 2017 3:23 pm

Post by JerryArr »

Cheery: 168
♣Mallow: 0
Agent Sparkles: 130
JerryArr: 165
^BigYoshiFan: 0
Allomancer: 168

Jackpot: 500
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Post Post #8094 (isolation #1039) » Sun Aug 13, 2017 11:52 am

Post by JerryArr »

Original Roll String: 1d142
1 142-Sided Dice: (135) = 135
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Post Post #8095 (isolation #1040) » Sun Aug 13, 2017 11:52 am

Post by JerryArr »

That could have gone real bad!

%Cheery: 750
♣Mallow: 22
Agent Sparkles: 380
%JerryArr: 195
%^BigYoshiFan: 300
%Allomancer: 168

Jackpot: 600
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Post Post #8101 (isolation #1041) » Sun Aug 13, 2017 12:35 pm

Post by JerryArr »

Original Roll String: 1d142
1 142-Sided Dice: (1) = 1
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Post Post #8102 (isolation #1042) » Sun Aug 13, 2017 12:37 pm

Post by JerryArr »

195 * 1.5 =

%Cheery: 750
♣Mallow: 22
Agent Sparkles: 325
JerryArr: -293
%^BigYoshiFan: 430
%Allomancer: 168

Jackpot: 60
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Post Post #8113 (isolation #1043) » Sun Aug 13, 2017 5:44 pm

Post by JerryArr »

Original Roll String: 1d142
1 142-Sided Dice: (17) = 17
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Post Post #8114 (isolation #1044) » Sun Aug 13, 2017 5:45 pm

Post by JerryArr »

I'm'a give everyone a carat!

%^Cheery: 935
♣^Mallow: 47
^Agent Sparkles: 325
^JerryArr: -293
%^^BigYoshiFan: 635
%^Allomancer: 168

Jackpot: 600
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Post Post #8119 (isolation #1045) » Sun Aug 13, 2017 6:21 pm

Post by JerryArr »

Original Roll String: 1d142
1 142-Sided Dice: (33) = 33
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Post Post #8120 (isolation #1046) » Sun Aug 13, 2017 6:21 pm

Post by JerryArr »

%^Cheery: 936
♣^Mallow: -8
^Agent Sparkles: 325
^JerryArr: -243
%^^BigYoshiFan: 635
%^Allomancer: 168

Jackpot: 545
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Post Post #8125 (isolation #1047) » Mon Aug 14, 2017 12:25 pm

Post by JerryArr »

Original Roll String: 1d142
1 142-Sided Dice: (1) = 1
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Post Post #8126 (isolation #1048) » Mon Aug 14, 2017 12:25 pm

Post by JerryArr »

1: +400
2: Create your own space
3: Create your own space
4: Create your own space
5: Create your own space
6: 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 #8127 (isolation #1049) » Mon Aug 14, 2017 12:25 pm

Post by JerryArr »

^Cheery: 561
♣^Mallow: 242
^Agent Sparkles: 325
^JerryArr: -118
%^^BigYoshiFan: 685
%^Allomancer: 168

Jackpot: 545
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Post Post #8141 (isolation #1050) » Mon Aug 14, 2017 3:18 pm

Post by JerryArr »

Original Roll String: 1d142
1 142-Sided Dice: (56) = 56
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Post Post #8142 (isolation #1051) » Mon Aug 14, 2017 3:18 pm

Post by JerryArr »

^Cheery: 561
♣Mallow: -258
^Agent Sparkles: 325
^JerryArr: 182
%BigYoshiFan: 875
%^Allomancer: 875

Jackpot: 500
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Post Post #8145 (isolation #1052) » Mon Aug 14, 2017 4:04 pm

Post by JerryArr »

Original Roll String: 1d142
1 142-Sided Dice: (48) = 48
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Post Post #8146 (isolation #1053) » Mon Aug 14, 2017 4:07 pm

Post by JerryArr »

Good news BYF, you're losing your %.

^Cheery: 561
♣Mallow: -258
^Agent Sparkles: 325
^JerryArr: 554
BigYoshiFan: 369
%^Allomancer: 875

Jackpot: 500
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Post Post #8208 (isolation #1054) » Tue Aug 15, 2017 11:17 am

Post by JerryArr »

I'm over 750 so

Original Roll String: 1d142
1 142-Sided Dice: (74) = 74
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Post Post #8209 (isolation #1055) » Tue Aug 15, 2017 11:17 am

Post by JerryArr »

Sure

~%Cheery: 701
♣%Mallow: 1011
~^%Agent Sparkles: 665
^JerryArr: 1044
~%BigYoshiFan: 644
^%Allomancer: 386

Jackpot: 750
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Post Post #8212 (isolation #1056) » Tue Aug 15, 2017 12:19 pm

Post by JerryArr »

Yo

Original Roll String: 1d142
1 142-Sided Dice: (136) = 136
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Post Post #8213 (isolation #1057) » Tue Aug 15, 2017 12:20 pm

Post by JerryArr »

Nope

Original Roll String: 1d142
1 142-Sided Dice: (27) = 27
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Post Post #8214 (isolation #1058) » Tue Aug 15, 2017 12:20 pm

Post by JerryArr »

Trick die roll!

Original Roll String: 1d142
1 142-Sided Dice: (2) = 2
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Post Post #8215 (isolation #1059) » Tue Aug 15, 2017 12:21 pm

Post by JerryArr »

That's a rude section

~%Cheery: 701
♣%Mallow: 1011
~^%Agent Sparkles: 665
JerryArr: 774
%BigYoshiFan: 844
^%Allomancer: 386

Jackpot: 750
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Post Post #8218 (isolation #1060) » Tue Aug 15, 2017 4:41 pm

Post by JerryArr »

Yikes.

Original Roll String: 1d142
1 142-Sided Dice: (10) = 10
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Post Post #8219 (isolation #1061) » Tue Aug 15, 2017 4:41 pm

Post by JerryArr »

My score is once again a multiple of 25.

~%Cheery: 701
♣Mallow: -750
~^%Agent Sparkles: 665
JerryArr: 775
%BigYoshiFan: 844
^%Allomancer: 386

Jackpot: 750
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Post Post #8227 (isolation #1062) » Tue Aug 15, 2017 7:10 pm

Post by JerryArr »

Wheeee

Original Roll String: 1d142
1 142-Sided Dice: (114) = 114
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Post Post #8228 (isolation #1063) » Tue Aug 15, 2017 7:10 pm

Post by JerryArr »

More like rigged DIE

Original Roll String: 1d6
1 6-Sided Dice: (5) = 5
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Post Post #8229 (isolation #1064) » Tue Aug 15, 2017 7:11 pm

Post by JerryArr »

%Cheery: 568
♣Mallow: 568
^%Agent Sparkles: 568
JerryArr: 418
BigYoshiFan: 568
^%Allomancer: 568

Jackpot: 750
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Post Post #8276 (isolation #1065) » Wed Aug 16, 2017 1:11 pm

Post by JerryArr »

1: +400
2: Create your own space
3: Create your own space
4: Create your own space
5: Create your own space
6: 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 #8277 (isolation #1066) » Wed Aug 16, 2017 1:12 pm

Post by JerryArr »

Original Roll String: 1d143
1 143-Sided Dice: (113) = 113
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Post Post #8278 (isolation #1067) » Wed Aug 16, 2017 1:12 pm

Post by JerryArr »

Tricky!

Original Roll String: 1d143
1 143-Sided Dice: (111) = 111
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Post Post #8279 (isolation #1068) » Wed Aug 16, 2017 1:13 pm

Post by JerryArr »

Let's make that into 4 for no reason, then make 4: "Wacky Pack: Roll 4 dice. Activate the rolls in the order you rolled them, however, you must double one, negate one, keep one normal, and ignore one."
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Post Post #8286 (isolation #1069) » Wed Aug 16, 2017 1:57 pm

Post by JerryArr »

Original Roll String: 1d143
1 143-Sided Dice: (60) = 60
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Post Post #8287 (isolation #1070) » Wed Aug 16, 2017 1:58 pm

Post by JerryArr »

Allomancer: 765
Mallow: 350
Puzzledan♣ 0
Agent Sparkles: -180
BigYoshiFan: 190
JerryArr: -50

Jackpot: 300
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Post Post #8292 (isolation #1071) » Wed Aug 16, 2017 2:37 pm

Post by JerryArr »

Whee

Original Roll String: 1d142
1 142-Sided Dice: (129) = 129
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Post Post #8293 (isolation #1072) » Wed Aug 16, 2017 2:37 pm

Post by JerryArr »

Not whee

Allomancer: 725
Mallow: 350
Puzzledan♣ 0
*Agent Sparkles: -180
BigYoshiFan: 190
JerryArr: -350

Jackpot: 300
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Post Post #8344 (isolation #1073) » Thu Aug 17, 2017 10:19 am

Post by JerryArr »

Original Roll String: 1d144
1 144-Sided Dice: (113) = 113
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Post Post #8345 (isolation #1074) » Thu Aug 17, 2017 10:20 am

Post by JerryArr »

Mallow: 460
Puzzledan: 250
Agent Sparkles: 0
Allomancer: 395
JerryArr: 250

Jackpot: 500
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Post Post #8348 (isolation #1075) » Thu Aug 17, 2017 11:59 am

Post by JerryArr »

Original Roll String: 1d144
1 144-Sided Dice: (133) = 133
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Post Post #8349 (isolation #1076) » Thu Aug 17, 2017 12:00 pm

Post by JerryArr »

Mallow: 860
Puzzledan: 250
Agent Sparkles: 0
Allomancer: 395
JerryArr: 350

Jackpot: 600
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Post Post #8353 (isolation #1077) » Thu Aug 17, 2017 1:49 pm

Post by JerryArr »

This game's dice are gross

Original Roll String: 1d144
1 144-Sided Dice: (78) = 78
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Post Post #8354 (isolation #1078) » Thu Aug 17, 2017 1:50 pm

Post by JerryArr »

Original Roll String: 1d144
1 144-Sided Dice: (8) = 8
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Post Post #8355 (isolation #1079) » Thu Aug 17, 2017 1:50 pm

Post by JerryArr »

10 steps forward, 300 steps back

Mallow: 430
Puzzledan: 250
Agent Sparkles: 0
Allomancer: 395
JerryArr: 60

Jackpot: 600
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Post Post #8360 (isolation #1080) » Thu Aug 17, 2017 3:04 pm

Post by JerryArr »

I'd suggest adding a "Don't activate the space's effect(s)" to the end of it.

Original Roll String: 1d144
1 144-Sided Dice: (110) = 110
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Post Post #8361 (isolation #1081) » Thu Aug 17, 2017 3:04 pm

Post by JerryArr »

Mallow: 430
Puzzledan: 250
Agent Sparkles: 0
Allomancer: 395
JerryArr: 150
D3f: 240

Jackpot: 600
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Post Post #8372 (isolation #1082) » Thu Aug 17, 2017 4:13 pm

Post by JerryArr »

Original Roll String: 1d144
1 144-Sided Dice: (140) = 140
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Post Post #8373 (isolation #1083) » Thu Aug 17, 2017 4:13 pm

Post by JerryArr »

Fooey

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

Jackpot: 500
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Post Post #8379 (isolation #1084) » Thu Aug 17, 2017 5:21 pm

Post by JerryArr »

Original Roll String: 1d144
1 144-Sided Dice: (122) = 122
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Post Post #8380 (isolation #1085) » Thu Aug 17, 2017 5:21 pm

Post by JerryArr »

Nice

*Mallow: 0
Puzzledan: 250
Agent Sparkles: 500
Allomancer: 198
JerryArr: -420
D3f: 240

Jackpot: 500
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Post Post #8401 (isolation #1086) » Fri Aug 18, 2017 9:14 am

Post by JerryArr »

1: +400
2: Create your own space
3: Create your own space
4: Create your own space
5: Create your own space
6: 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 #8402 (isolation #1087) » Fri Aug 18, 2017 9:14 am

Post by JerryArr »

Original Roll String: 1d144
1 144-Sided Dice: (75) = 75
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Post Post #8403 (isolation #1088) » Fri Aug 18, 2017 9:15 am

Post by JerryArr »

Double but better!

Original Roll String: 1d144
1 144-Sided Dice: (69) = 69
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Post Post #8404 (isolation #1089) » Fri Aug 18, 2017 9:15 am

Post by JerryArr »

Oh baby

Mallow: 423
Puzzledan: 225
Agent Sparkles: 723
Allomancer: -302
JerryArr: 300
D3f: 240
Cheery: 100

Jackpot: 500
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Post Post #8407 (isolation #1090) » Fri Aug 18, 2017 9:25 am

Post by JerryArr »

Jackpot can't go under 300 as an fyi.

Original Roll String: 1d144
1 144-Sided Dice: (6) = 6
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Post Post #8408 (isolation #1091) » Fri Aug 18, 2017 9:25 am

Post by JerryArr »

Mallow: 423
Puzzledan: 225
Agent Sparkles: 723
Allomancer: 99
JerryArr: 245
D3f: 240
Cheery: 100

Jackpot: 300
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Post Post #8413 (isolation #1092) » Fri Aug 18, 2017 1:34 pm

Post by JerryArr »

Original Roll String: 1d144
1 144-Sided Dice: (53) = 53
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Post Post #8414 (isolation #1093) » Fri Aug 18, 2017 1:35 pm

Post by JerryArr »

4 is now "All players score 50 points per symbol except clubs, which is -100, and diamonds, which is +177."
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Post Post #8417 (isolation #1094) » Fri Aug 18, 2017 6:07 pm

Post by JerryArr »

Original Roll String: 1d144
1 144-Sided Dice: (68) = 68
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Post Post #8418 (isolation #1095) » Fri Aug 18, 2017 6:08 pm

Post by JerryArr »

7 is now "EVERYONE +77 and a diamond"
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Post Post #8423 (isolation #1096) » Sat Aug 19, 2017 5:12 pm

Post by JerryArr »

Original Roll String: 1d144
1 144-Sided Dice: (141) = 141
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Post Post #8424 (isolation #1097) » Sat Aug 19, 2017 5:12 pm

Post by JerryArr »

Mallow: 423
Puzzledan: 225
♦Agent Sparkles: 723
♦Allomancer: 206
JerryArr: 495
D3f: 240
Cheery: 350
^BigYoshiFan: 0

Jackpot: 800
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Post Post #8438 (isolation #1098) » Sun Aug 20, 2017 9:11 am

Post by JerryArr »

In post 8427, mallowgeno wrote:
In post 8418, JerryArr wrote:EVERYONE +77 and a diamond
Does everyone get a diamond too or is it just the roller?
Everyone gets a diamond and everyone gets +77.

Original Roll String: 1d144
1 144-Sided Dice: (119) = 119
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Post Post #8439 (isolation #1099) » Sun Aug 20, 2017 9:12 am

Post by JerryArr »

Another superdouble

Original Roll String: 1d144
1 144-Sided Dice: (131) = 131
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Post Post #8440 (isolation #1100) » Sun Aug 20, 2017 9:12 am

Post by JerryArr »

Mallow: -22
Puzzledan: 275
♦Agent Sparkles: 773
♦Allomancer: 256
JerryArr: 695
D3f: 290
Cheery: 400
^BigYoshiFan: 0

Jackpot: 800
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Post Post #8452 (isolation #1101) » Sun Aug 20, 2017 1:47 pm

Post by JerryArr »

Original Roll String: 1d144
1 144-Sided Dice: (32) = 32
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Post Post #8453 (isolation #1102) » Sun Aug 20, 2017 1:47 pm

Post by JerryArr »

250 from BYF!

Mallow: 78
Puzzledan: 275
♦Agent Sparkles: 0
♦Allomancer: 56
JerryArr: 945
D3f: 290
Cheery: 400
^BigYoshiFan: 448
Ircher: 200

Jackpot: 800
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Post Post #8469 (isolation #1103) » Sun Aug 20, 2017 5:13 pm

Post by JerryArr »

Original Roll String: 1d144
1 144-Sided Dice: (95) = 95
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Post Post #8470 (isolation #1104) » Sun Aug 20, 2017 5:16 pm

Post by JerryArr »

^'s for errybody!

#^^*♦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 #8473 (isolation #1105) » Sun Aug 20, 2017 7:41 pm

Post by JerryArr »

Original Roll String: 1d144
1 144-Sided Dice: (76) = 76
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Post Post #8474 (isolation #1106) » Sun Aug 20, 2017 7:42 pm

Post by JerryArr »

Tempting, but no.

Original Roll String: 1d144
1 144-Sided Dice: (102) = 102
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Post Post #8475 (isolation #1107) » Sun Aug 20, 2017 7:42 pm

Post by JerryArr »

Tempting, and yes.

#^^*♦Mallow: -208
^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 #8500 (isolation #1108) » Mon Aug 21, 2017 9:57 am

Post by JerryArr »

Original Roll String: 1d144
1 144-Sided Dice: (3) = 3
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Post Post #8501 (isolation #1109) » Mon Aug 21, 2017 9:59 am

Post by JerryArr »

Congrats, Mallow!

##*♦Mallow: 1684

^Puzzledan: -275
♦^Agent Sparkles: 454
♦Allomancer: -76
JerryArr: 1045
^D3f: 140
^Cheery: 850
^^BigYoshiFan: 648
^Ircher: 1400

Jackpot: 500
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Post Post #8506 (isolation #1110) » Mon Aug 21, 2017 11:19 am

Post by JerryArr »

Original Roll String: 1d145
1 145-Sided Dice: (10) = 10
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Post Post #8507 (isolation #1111) » Mon Aug 21, 2017 11:20 am

Post by JerryArr »

Grabbing me some 20

Mallow: 400
JerryArr: 20

Jackpot: 500
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Post Post #8516 (isolation #1112) » Mon Aug 21, 2017 4:13 pm

Post by JerryArr »

Original Roll String: 1d145
1 145-Sided Dice: (63) = 63
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Post Post #8517 (isolation #1113) » Mon Aug 21, 2017 4:13 pm

Post by JerryArr »

Mallow: 450
JerryArr: 370
Ircher: 500
Cheery: -300
BigYoshiFan: -190

Jackpot: 450
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Post Post #8529 (isolation #1114) » Tue Aug 22, 2017 6:48 am

Post by JerryArr »

"this amount" being the former jackpot value, or the difference between the former jackpot value and 300?

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1 145-Sided Dice: (110) = 110
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Post Post #8530 (isolation #1115) » Tue Aug 22, 2017 6:48 am

Post by JerryArr »

puzzledan: 450
Mallow: 172
JerryArr: 770
Ircher: 500
Cheery: -300
BigYoshiFan: -190
Allomancer: 100

Jackpot: 500
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Post Post #8536 (isolation #1116) » Tue Aug 22, 2017 1:44 pm

Post by JerryArr »

Original Roll String: 1d145
1 145-Sided Dice: (4) = 4
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Post Post #8537 (isolation #1117) » Tue Aug 22, 2017 1:44 pm

Post by JerryArr »

puzzledan: 450
Mallow: 326
JerryArr: 556
Ircher: 500
Cheery: -600
BigYoshiFan: -190
Allomancer: 100

Jackpot: 500
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Post Post #8542 (isolation #1118) » Tue Aug 22, 2017 6:51 pm

Post by JerryArr »

Original Roll String: 1d145
1 145-Sided Dice: (88) = 88
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Post Post #8543 (isolation #1119) » Tue Aug 22, 2017 6:52 pm

Post by JerryArr »

Half roll

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1 145-Sided Dice: (19) = 19
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Post Post #8544 (isolation #1120) » Tue Aug 22, 2017 6:52 pm

Post by JerryArr »

Adding 80 instead of 160

puzzledan: 0
Mallow: 500
JerryArr: 80
Ircher: 0
Cheery: 0
BigYoshiFan: 0
Allomancer: 0

Jackpot: 500
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Post Post #8549 (isolation #1121) » Wed Aug 23, 2017 1:47 pm

Post by JerryArr »

Original Roll String: 1d145
1 145-Sided Dice: (38) = 38
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Post Post #8550 (isolation #1122) » Wed Aug 23, 2017 1:47 pm

Post by JerryArr »

Taking 250 from... Allomancer. Sorry!

puzzledan: 0
Mallow: 300
JerryArr: 330
Ircher: 0
Cheery: 0
BigYoshiFan: 0
Allomancer: 50

Jackpot: 600
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Post Post #8562 (isolation #1123) » Thu Aug 24, 2017 10:19 am

Post by JerryArr »

Original Roll String: 1d145
1 145-Sided Dice: (82) = 82
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Post Post #8563 (isolation #1124) » Thu Aug 24, 2017 10:20 am

Post by JerryArr »

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

Jackpot: 500
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Post Post #8573 (isolation #1125) » Thu Aug 24, 2017 3:25 pm

Post by JerryArr »

Original Roll String: 1d145
1 145-Sided Dice: (62) = 62
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Post Post #8574 (isolation #1126) » Thu Aug 24, 2017 3:26 pm

Post by JerryArr »

I
will
go to the score of the leader!

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

Jackpot: 500
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Post Post #8580 (isolation #1127) » Thu Aug 24, 2017 4:09 pm

Post by JerryArr »

Original Roll String: 1d145
1 145-Sided Dice: (77) = 77
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Post Post #8581 (isolation #1128) » Thu Aug 24, 2017 4:09 pm

Post by JerryArr »

Trick roll!

Original Roll String: 1d145
1 145-Sided Dice: (75) = 75
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Post Post #8582 (isolation #1129) » Thu Aug 24, 2017 4:11 pm

Post by JerryArr »

Hm... I was considering Mind Control, but I'm gonna give everyone a Critical and take 50*6=300 points.

%puzzledan: 0
%Mallow: 1135
JerryArr: 1375
%Ircher: 0
%Cheery: -0
%BigYoshiFan: 95
%Allomancer: 460

Jackpot: 500
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Post Post #8592 (isolation #1130) » Thu Aug 24, 2017 5:10 pm

Post by JerryArr »

gg

Original Roll String: 1d146
1 146-Sided Dice: (31) = 31
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Post Post #8593 (isolation #1131) » Thu Aug 24, 2017 5:10 pm

Post by JerryArr »

Mallow: -70
JerryArr: 335

Jackpot: 500
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Post Post #8597 (isolation #1132) » Fri Aug 25, 2017 2:35 pm

Post by JerryArr »

Original Roll String: 1d146
1 146-Sided Dice: (141) = 141
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Post Post #8598 (isolation #1133) » Fri Aug 25, 2017 2:36 pm

Post by JerryArr »

Lots of choice here, but it's early. Or late????

Mallow: 418
JerryArr: 418

Jackpot: 500
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Post Post #8609 (isolation #1134) » Sat Aug 26, 2017 3:55 pm

Post by JerryArr »

+125 to Realeo

Original Roll String: 1d146
1 146-Sided Dice: (112) = 112
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Post Post #8610 (isolation #1135) » Sat Aug 26, 2017 3:56 pm

Post by JerryArr »

-40 to me

CheeryDog: -1
Mallow: 718
JerryArr: 378
Realeo: 175
Allomancer: 400

Jackpot: 500
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Post Post #8619 (isolation #1136) » Sun Aug 27, 2017 11:10 am

Post by JerryArr »

Original Roll String: 1d146
1 146-Sided Dice: (27) = 27
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Post Post #8620 (isolation #1137) » Sun Aug 27, 2017 11:10 am

Post by JerryArr »

CheeryDog: -200
Mallow: 868
JerryArr: 478
Realeo: 425
Allomancer: 400

Jackpot: 600
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Post Post #8627 (isolation #1138) » Sun Aug 27, 2017 1:25 pm

Post by JerryArr »

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
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Post Post #8628 (isolation #1139) » Sun Aug 27, 2017 1:25 pm

Post by JerryArr »

Original Roll String: 1d146
1 146-Sided Dice: (1) = 1
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Post Post #8629 (isolation #1140) » Sun Aug 27, 2017 1:26 pm

Post by JerryArr »

CheeryDog: -200
Mallow: 898
JerryArr: 78
Realeo: 425
Allomancer: 345
*BigYoshiFan: 0

Jackpot: 600
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Post Post #8645 (isolation #1141) » Sun Aug 27, 2017 7:47 pm

Post by JerryArr »

Original Roll String: 1d146
1 146-Sided Dice: (117) = 117
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Post Post #8646 (isolation #1142) » Sun Aug 27, 2017 7:48 pm

Post by JerryArr »

I'll just be taking that

Cheery Dog: -387
Mallow: 291
JerryArr: 1212
Realeo: 500
Allomancer: 558
*BigYoshiFan: 638

Jackpot: 700
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Post Post #8653 (isolation #1143) » Mon Aug 28, 2017 9:19 am

Post by JerryArr »

Original Roll String: 1d146
1 146-Sided Dice: (18) = 18
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Post Post #8654 (isolation #1144) » Mon Aug 28, 2017 9:20 am

Post by JerryArr »

Cheery Dog: -387
Mallow: 591
JerryArr: 712
Realeo: 600
Allomancer: 558
*BigYoshiFan: 638

Jackpot: 700
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Post Post #8662 (isolation #1145) » Mon Aug 28, 2017 2:52 pm

Post by JerryArr »

Original Roll String: 1d146
1 146-Sided Dice: (126) = 126
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Post Post #8663 (isolation #1146) » Mon Aug 28, 2017 2:53 pm

Post by JerryArr »

Cheery Dog: 300
Mallow: 891
JerryArr: 1012
^Realeo: 900
Allomancer: 859
*BigYoshiFan: 938

Jackpot: 700
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Post Post #8697 (isolation #1147) » Tue Aug 29, 2017 7:00 am

Post by JerryArr »

Original Roll String: 1d147
1 147-Sided Dice: (133) = 133
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Post Post #8698 (isolation #1148) » Tue Aug 29, 2017 7:00 am

Post by JerryArr »

Realeo: 450
£♦Mallow: 849
BigYoshiFan: 280
Cheery: 750
JerryArr: 300

Jackpot: 500
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Post Post #8704 (isolation #1149) » Tue Aug 29, 2017 1:25 pm

Post by JerryArr »

Original Roll String: 1d147
1 147-Sided Dice: (50) = 50
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Post Post #8705 (isolation #1150) » Tue Aug 29, 2017 1:25 pm

Post by JerryArr »

Realeo: 475
♦Mallow: 836
BigYoshiFan: 280
Cheery: 750
JerryArr: 100

Jackpot: 300
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Post Post #8717 (isolation #1151) » Tue Aug 29, 2017 6:08 pm

Post by JerryArr »

Here comes Everyone +25!

Original Roll String: 1d147
1 147-Sided Dice: (28) = 28
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Post Post #8718 (isolation #1152) » Tue Aug 29, 2017 6:09 pm

Post by JerryArr »

Might as well have been, Mallow wins!

Realeo: 39
♦♦Mallow: 1830

BigYoshiFan: 520
Cheery: 990
♦JerryArr: 540

Jackpot: 700
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Post Post #8745 (isolation #1153) » Wed Aug 30, 2017 8:39 am

Post by JerryArr »

Original Roll String: 1d148
1 148-Sided Dice: (18) = 18
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Post Post #8746 (isolation #1154) » Wed Aug 30, 2017 8:40 am

Post by JerryArr »

Mallow: -290
^Realeo: 510
♣Cheery: 0
JerryArr: -40

Jackpot: 500
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Post Post #8758 (isolation #1155) » Thu Aug 31, 2017 10:34 am

Post by JerryArr »

Original Roll String: 1d148
1 148-Sided Dice: (76) = 76
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Post Post #8759 (isolation #1156) » Thu Aug 31, 2017 10:35 am

Post by JerryArr »

More ^'s!

^Mallow: -390
^Realeo: 515
♣^Cheery: 430
^JerryArr: -40

Jackpot: 500
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Post Post #8784 (isolation #1157) » Thu Aug 31, 2017 4:59 pm

Post by JerryArr »

Original Roll String: 1d148
1 148-Sided Dice: (101) = 101
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Post Post #8785 (isolation #1158) » Thu Aug 31, 2017 4:59 pm

Post by JerryArr »

Positive manuever

Mallow: 1000
Realeo: -176
♣Cheery: 265
JerryArr: 0
Allomancer: 0

JACKPOT: 500
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Post Post #8790 (isolation #1159) » Thu Aug 31, 2017 6:49 pm

Post by JerryArr »

Original Roll String: 1d148
1 148-Sided Dice: (51) = 51
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Post Post #8791 (isolation #1160) » Thu Aug 31, 2017 6:50 pm

Post by JerryArr »

Bye bye points

Mallow: 1000
Realeo: 9
♣Cheery: 235
JerryArr: -200
Allomancer: 0

JACKPOT: 300
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Post Post #8808 (isolation #1161) » Fri Sep 01, 2017 12:34 pm

Post by JerryArr »

Original Roll String: 1d148
1 148-Sided Dice: (142) = 142
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Post Post #8809 (isolation #1162) » Fri Sep 01, 2017 12:35 pm

Post by JerryArr »

7 is now "Stupor Protect: You gain an _. Not stackable. The next time you gain points, you instead lose the _, and if it's your turn, roll again."

Mallow: 712
Realeo: 552
♣Cheery: 235
JerryArr: -200
Allomancer: 0

JACKPOT: 300
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Post Post #8816 (isolation #1163) » Fri Sep 01, 2017 6:56 pm

Post by JerryArr »

Original Roll String: 1d148
1 148-Sided Dice: (145) = 145
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Post Post #8817 (isolation #1164) » Fri Sep 01, 2017 6:56 pm

Post by JerryArr »

Mallow: 212
Realeo: 752
♣Cheery: 235
JerryArr: -205
Allomancer: 0

JACKPOT: 500
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Post Post #8842 (isolation #1165) » Sat Sep 02, 2017 11:20 am

Post by JerryArr »

Original Roll String: 1d148
1 148-Sided Dice: (113) = 113
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Post Post #8843 (isolation #1166) » Sat Sep 02, 2017 11:20 am

Post by JerryArr »

Vwoop!

#♦Mallow: 395
Realeo: 962
♣Cheery: -465
JerryArr: 205
Allomancer: -40

JACKPOT: 750
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Post Post #8848 (isolation #1167) » Sat Sep 02, 2017 4:24 pm

Post by JerryArr »

Original Roll String: 1d148
1 148-Sided Dice: (125) = 125
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Post Post #8849 (isolation #1168) » Sat Sep 02, 2017 4:24 pm

Post by JerryArr »

#♦Mallow: 395
Realeo: 10
♣Cheery: -465
JerryArr: 105
Allomancer: 962

JACKPOT: 650
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Post Post #8889 (isolation #1169) » Mon Sep 04, 2017 11:05 am

Post by JerryArr »

Original Roll String: 1d148
1 148-Sided Dice: (51) = 51
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Post Post #8890 (isolation #1170) » Mon Sep 04, 2017 11:05 am

Post by JerryArr »

No symbolz!

Mallow: 226
Realeo: 588
♣Cheery: 0
JerryArr: 105
Allomancer: 634

JACKPOT: 800
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Post Post #8894 (isolation #1171) » Mon Sep 04, 2017 5:00 pm

Post by JerryArr »

Mallow: 226
Realeo: 500
♣Cheery: 0
JerryArr: 105
Allomancer: -634

JACKPOT: 800

Original Roll String: 1d148
1 148-Sided Dice: (68) = 68
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Post Post #8895 (isolation #1172) » Mon Sep 04, 2017 5:00 pm

Post by JerryArr »

Mallow: 226
Realeo: 500
♣Cheery: -100
JerryArr: 105
Allomancer: -634

JACKPOT: 800
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Post Post #8910 (isolation #1173) » Mon Sep 04, 2017 5:51 pm

Post by JerryArr »

Whoops, yeah, I forgot the other stuff.

Original Roll String: 1d148
1 148-Sided Dice: (129) = 129
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Post Post #8911 (isolation #1174) » Mon Sep 04, 2017 5:51 pm

Post by JerryArr »

Mallow: -224
Realeo: -530
♣Cheery: -100
♦JerryArr: 282
Allomancer: -634

JACKPOT: 500
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Post Post #8923 (isolation #1175) » Mon Sep 04, 2017 8:29 pm

Post by JerryArr »

Damn, Realeo...

Original Roll String: 1d148
1 148-Sided Dice: (108) = 108
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Post Post #8924 (isolation #1176) » Mon Sep 04, 2017 8:29 pm

Post by JerryArr »

Mallow: -299
Realeo: -1330
~♣Cheery: -44
♦JerryArr: 133
Allomancer: -634

JACKPOT: 500
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Post Post #8949 (isolation #1177) » Tue Sep 05, 2017 9:40 am

Post by JerryArr »

Original Roll String: 1d148
1 148-Sided Dice: (35) = 35
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Post Post #8950 (isolation #1178) » Tue Sep 05, 2017 9:41 am

Post by JerryArr »

I'm tied for winning, but now I am winning alone!

Mallow: 34
Realeo: 34
~♣Cheery: 34
♦JerryArr: 41
Allomancer: 34

JACKPOT: 500
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Post Post #8951 (isolation #1179) » Tue Sep 05, 2017 9:41 am

Post by JerryArr »

1: +400
2: Create your own space
3: Create your own space
4: Gain a
#
and +50
5:
Unlucky
:(
6: Create your own space
7: Stupor Protect: You gain an _. Not stackable. The next time you gain points, you instead lose the _, and if it's your turn, roll again.
9: Create your own space
10: Mechanical Legs: if crippled when landing on this space, roll a 1d196, where anything above 148 is equal to the space -48 places lower. If you are not crippled, become crippled.
11:
-200

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

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

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

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

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

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

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

59: +335
60: STEAL 250
61:
PROTECT

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

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

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

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

101:
PROTECT

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

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

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

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

121:
EVERYONE GO TO 420

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

124:
GO TO THE SCORE OF THE LEADER

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

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

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

145: All players score 50 points per symbol except clubs, which is -100, and diamonds, which is +177. Then
+200
and gain a Diamond.
146: Cleanse-Remove any symbols you don't want from yourself and then remove a ~ or % from another player. Then gain +200
147:
Unlucky
:(
148:
+350
and gain a
PROTECT
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Post Post #8961 (isolation #1180) » Tue Sep 05, 2017 2:12 pm

Post by JerryArr »

You get two protects!

Mallow: 34
**Realeo: 41
~♣Cheery: -66
♦JerryArr: 41
Allomancer: -36

JACKPOT: 500

Original Roll String: 1d148
1 148-Sided Dice: (49) = 49
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Post Post #8962 (isolation #1181) » Tue Sep 05, 2017 2:13 pm

Post by JerryArr »

Come on not +!

Original Roll String: 1d148
1 148-Sided Dice: (138) = 138
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Post Post #8963 (isolation #1182) » Tue Sep 05, 2017 2:13 pm

Post by JerryArr »

d'oh

Mallow: 34
**Realeo: 41
~♣Cheery: -66
♦JerryArr: -252
Allomancer: -36

JACKPOT: 500
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Post Post #8981 (isolation #1183) » Tue Sep 05, 2017 6:52 pm

Post by JerryArr »

Original Roll String: 1d148
1 148-Sided Dice: (35) = 35
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Post Post #8982 (isolation #1184) » Tue Sep 05, 2017 6:52 pm

Post by JerryArr »

#Mallow: -366
*#Realeo: 344
#♣Cheery: -466
#♦JerryArr: -315
#Allomancer: -36

Jackpot: 500
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Post Post #9010 (isolation #1185) » Wed Sep 06, 2017 2:32 pm

Post by JerryArr »

Original Roll String: 1d148
1 148-Sided Dice: (100) = 100
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Post Post #9011 (isolation #1186) » Wed Sep 06, 2017 2:32 pm

Post by JerryArr »

##Mallow: -933
*#Realeo: 664
#♣Cheery: 84
#♦JerryArr: -278
#Allomancer: 64

Jackpot: 1236
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Post Post #9017 (isolation #1187) » Wed Sep 06, 2017 8:28 pm

Post by JerryArr »

Original Roll String: 1d148
1 148-Sided Dice: (5) = 5
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Post Post #9018 (isolation #1188) » Wed Sep 06, 2017 8:29 pm

Post by JerryArr »

##Mallow: -1033
*#Realeo: 664
#♣Cheery: 84
~#♦JerryArr: -271
#Allomancer: 64

Jackpot: 1136
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Post Post #9047 (isolation #1189) » Thu Sep 07, 2017 2:09 pm

Post by JerryArr »

Original Roll String: 1d149
1 149-Sided Dice: (94) = 94
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Post Post #9048 (isolation #1190) » Thu Sep 07, 2017 2:09 pm

Post by JerryArr »

If every space is unlucky, then none are.

Realeo: -5
JerryArr: +125

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Post Post #9060 (isolation #1191) » Thu Sep 07, 2017 7:38 pm

Post by JerryArr »

Original Roll String: 1d149
1 149-Sided Dice: (62) = 62
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Post Post #9061 (isolation #1192) » Thu Sep 07, 2017 7:39 pm

Post by JerryArr »

Also Cheery should probably have ** and 500 points

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Post Post #9086 (isolation #1193) » Fri Sep 08, 2017 4:16 pm

Post by JerryArr »

More like RealMeaneo ;-)

Original Roll String: 1d149
1 149-Sided Dice: (45) = 45
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Post Post #9087 (isolation #1194) » Fri Sep 08, 2017 4:17 pm

Post by JerryArr »

%Realeo: 445
%JerryArr: 585
Mallow: 1160
%CheeryDog: 560

Jackpot: 585
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Post Post #9092 (isolation #1195) » Fri Sep 08, 2017 6:14 pm

Post by JerryArr »

Original Roll String: 1d149
1 149-Sided Dice: (63) = 63
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Post Post #9093 (isolation #1196) » Fri Sep 08, 2017 6:14 pm

Post by JerryArr »

%Realeo: 450
JerryArr: 480
Mallow: 1160
%CheeryDog: 560

Jackpot: 585
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Post Post #9097 (isolation #1197) » Fri Sep 08, 2017 6:18 pm

Post by JerryArr »

Original Roll String: 1d149
1 149-Sided Dice: (126) = 126
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Post Post #9098 (isolation #1198) » Fri Sep 08, 2017 6:18 pm

Post by JerryArr »

Realeo: 398
JerryArr: 665
Mallow: 1160
%CheeryDog: 560

Jackpot: 585
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Post Post #9102 (isolation #1199) » Fri Sep 08, 2017 7:12 pm

Post by JerryArr »

Original Roll String: 1d149
1 149-Sided Dice: (3) = 3

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