Race to 1500! (Game 109)
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JerryArr he/himGoonhe/him
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JerryArr he/himGoonhe/him
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Original Roll String: 1d1001 100-Sided Dice: (30) = 30-
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JerryArr he/himGoonhe/him
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Half roll!
Original Roll String: 1d1001 100-Sided Dice: (33) = 33-
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JerryArr he/himGoonhe/him
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Half of -100 is -50.
Agent Sparkles: 271
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JerryArr he/himGoonhe/him
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Original Roll String: 1d1001 100-Sided Dice: (91) = 91-
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JerryArr he/himGoonhe/him
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JerryArr he/himGoonhe/him
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JerryArr he/himGoonhe/him
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C'mere, BYF.
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JerryArr he/himGoonhe/him
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Original Roll String: 1d1001 100-Sided Dice: (21) = 21-
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JerryArr he/himGoonhe/him
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JerryArr he/himGoonhe/him
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Original Roll String: 1d1001 100-Sided Dice: (29) = 29-
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JerryArr he/himGoonhe/him
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Round numbers!
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JerryArr he/himGoonhe/him
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Original Roll String: 1d1001 100-Sided Dice: (39) = 39-
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JerryArr he/himGoonhe/him
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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:Roll 3 dice. Whatever spaces are rolled turnCurse-. If a player lands on them they lose all symbols thenREDGO TO -13and becomeCrippled. 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, gainPROTECTand ROLL AGAIN (2x). If you roll a 6,. If you roll 5 or less,+100-100
103: You personally ignore the next effect that negatively affects everyone (shown using#). Stackable
104: Rigged Die - Roll a 1d6. Rolling a 1 results in -150, rolling a 2 results in -300, rolling a 3 results in -150, rolling a 4 results in EVERYONE -100, rolling a 5 results in+25and rolling a 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(denoted with aSUPER PROTECT^). This lets you cancel one die roll thatyouroll and allows you to re-roll it
114: Symbol Shop-You may purchase up to 1 of each of the following for the listed price;*for -100, ♦ for -30,#for -100,for -150^
115: Critical hit: the next negative effect that hits you will be multiplied by 1.5, denoted by %. This can be removed by a protect.
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: Youmaysell 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 negativeGo to 300. Everyone in the positive +300. If you are currently at 0, +100 and gain aSUPER 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:, then change the last two digits of your score and the Jackpot to '31'.+200
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 2PROTECT. 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:CHOOSE 1 of the following: Gain 3 symbols of your choice (excluding the clover)/Pretty Lucky-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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JerryArr he/himGoonhe/him
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Basically -100
Agent Sparkles: 296
BigYoshiFan: 710
~JerryArr: 500
Mallow: 250
Cheery: 587
Jackpot: 895-
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JerryArr he/himGoonhe/him
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Ha
Original Roll String: 1d1001 100-Sided Dice: (37) = 37-
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JerryArr he/himGoonhe/him
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Agent Sparkles: 296
BigYoshiFan: 710
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Jackpot: 895-
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JerryArr he/himGoonhe/him
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Ouchies
Original Roll String: 1d1001 100-Sided Dice: (40) = 40-
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JerryArr he/himGoonhe/him
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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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JerryArr he/himGoonhe/him
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It sure should! Probably!
Original Roll String: 1d1001 100-Sided Dice: (39) = 39-
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JerryArr he/himGoonhe/him
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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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JerryArr he/himGoonhe/him
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JerryArr he/himGoonhe/him
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♦Agent Sparkles: 671
BigYoshiFan: 820
JerryArr: 990
Mallow: -535
%Cheery: 1122
Jackpot: 750-
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JerryArr he/himGoonhe/him
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Original Roll String: 1d1421 142-Sided Dice: (110) = 110-
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JerryArr he/himGoonhe/him
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Cheery: -465
♣Mallow: -310
Agent Sparkles: 190
JerryArr: -100
Jackpot: 500-
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JerryArr he/himGoonhe/him
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Original Roll String: 1d1421 142-Sided Dice: (34) = 34-
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JerryArr he/himGoonhe/him
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Back to 0!
Cheery: -465
♣Mallow: -310
Agent Sparkles: 190
JerryArr: 0
^BigYoshiFan: 30
Allomancer: 0
Jackpot: 500-
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JerryArr he/himGoonhe/him
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Original Roll String: 1d1421 142-Sided Dice: (57) = 57-
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JerryArr he/himGoonhe/him
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- Location: Round Rock, TX
Cheery: -445
♣Mallow: -310
Agent Sparkles: 190
JerryArr: 300
^BigYoshiFan: 30
Allomancer: 90
Jackpot: 500-
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JerryArr he/himGoonhe/him
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JerryArr he/himGoonhe/him
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Three bills again
Cheery: -845
♣Mallow: -710
Agent Sparkles: -280
JerryArr: 300
^BigYoshiFan: -370
Allomancer: -620
Jackpot: 500-
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JerryArr he/himGoonhe/him
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Original Roll String: 1d1421 142-Sided Dice: (139) = 139-
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JerryArr he/himGoonhe/him
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Incredible.
Cheery: 0
♣Mallow: 0
Agent Sparkles: 0
JerryArr: 0
^BigYoshiFan: 0
Allomancer: 0
Jackpot: 500-
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JerryArr he/himGoonhe/him
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Five turns with no score... will this be six?
Original Roll String: 1d1421 142-Sided Dice: (127) = 127-
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JerryArr he/himGoonhe/him
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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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JerryArr he/himGoonhe/him
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Wow, points!
Original Roll String: 1d1421 142-Sided Dice: (84) = 84-
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JerryArr he/himGoonhe/him
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I'm in second!
Cheery: 0
♣Mallow: 0
Agent Sparkles: 0
JerryArr: 75
^BigYoshiFan: 0
Allomancer: 335
Jackpot: 500-
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JerryArr he/himGoonhe/him
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Woooo!
Original Roll String: 1d1421 142-Sided Dice: (12) = 12-
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JerryArr he/himGoonhe/him
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- Posts: 418
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- Location: Round Rock, TX
Cheery: 168
♣Mallow: 0
Agent Sparkles: 130
JerryArr: 165
^BigYoshiFan: 0
Allomancer: 168
Jackpot: 500-
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JerryArr he/himGoonhe/him
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- Posts: 418
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- Location: Round Rock, TX
Original Roll String: 1d1421 142-Sided Dice: (135) = 135-
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JerryArr he/himGoonhe/him
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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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JerryArr he/himGoonhe/him
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- Posts: 418
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- Location: Round Rock, TX
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JerryArr he/himGoonhe/him
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195 * 1.5 =
%Cheery: 750
♣Mallow: 22
Agent Sparkles: 325
JerryArr: -293
%^BigYoshiFan: 430
%Allomancer: 168
Jackpot: 60-
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JerryArr he/himGoonhe/him
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Original Roll String: 1d1421 142-Sided Dice: (17) = 17-
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JerryArr he/himGoonhe/him
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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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JerryArr he/himGoonhe/him
- Goon
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- Posts: 418
- Joined: April 3, 2012
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- Location: Round Rock, TX
Original Roll String: 1d1421 142-Sided Dice: (33) = 33-
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JerryArr he/himGoonhe/him
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%^Cheery: 936
♣^Mallow: -8
^Agent Sparkles: 325
^JerryArr: -243
%^^BigYoshiFan: 635
%^Allomancer: 168
Jackpot: 545-
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JerryArr he/himGoonhe/him
- Goon
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- Posts: 418
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- Location: Round Rock, TX
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JerryArr he/himGoonhe/him
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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, gainPROTECTand ROLL AGAIN (2x). If you roll a 6,. If you roll 5 or less,+100-100
103: You personally ignore the next effect that negatively affects everyone (shown using#). Stackable
104: Rigged Die - Roll a 1d6. Rolling a 1 results in -150, rolling a 2 results in -300, rolling a 3 results in -150, rolling a 4 results in EVERYONE -100, rolling a 5 results in+25and rolling a 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(denoted with aSUPER PROTECT^). This lets you cancel one die roll thatyouroll and allows you to re-roll it
114: Symbol Shop-You may purchase up to 1 of each of the following for the listed price;*for -100, ♦ for -30,#for -100,for -150^
115: Critical hit: the next negative effect that hits you will be multiplied by 1.5, denoted by %. This can be removed by a protect.
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: Youmaysell 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 negativeGo to 300. Everyone in the positive +300. If you are currently at 0, +100 and gain aSUPER 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:, then change the last two digits of your score and the Jackpot to '31'.+200
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 2PROTECT. 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:CHOOSE 1 of the following: Gain 3 symbols of your choice (excluding the clover)/Pretty Lucky-GO TO 750/JACKPOT!!!
142: MERGE with theJACKPOT!!!-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
^Cheery: 561
♣^Mallow: 242
^Agent Sparkles: 325
^JerryArr: -118
%^^BigYoshiFan: 685
%^Allomancer: 168
Jackpot: 545-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Original Roll String: 1d1421 142-Sided Dice: (56) = 56-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
^Cheery: 561
♣Mallow: -258
^Agent Sparkles: 325
^JerryArr: 182
%BigYoshiFan: 875
%^Allomancer: 875
Jackpot: 500-
-
JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Original Roll String: 1d1421 142-Sided Dice: (48) = 48-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
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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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
I'm over 750 so
Original Roll String: 1d1421 142-Sided Dice: (74) = 74-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Sure
~%Cheery: 701
♣%Mallow: 1011
~^%Agent Sparkles: 665
^JerryArr: 1044
~%BigYoshiFan: 644
^%Allomancer: 386
Jackpot: 750-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Yo
Original Roll String: 1d1421 142-Sided Dice: (136) = 136-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Nope
Original Roll String: 1d1421 142-Sided Dice: (27) = 27-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Trick die roll!
Original Roll String: 1d1421 142-Sided Dice: (2) = 2-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
That's a rude section
~%Cheery: 701
♣%Mallow: 1011
~^%Agent Sparkles: 665
JerryArr: 774
%BigYoshiFan: 844
^%Allomancer: 386
Jackpot: 750-
-
JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX
Yikes.
Original Roll String: 1d1421 142-Sided Dice: (10) = 10-
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JerryArr he/himGoonhe/him
- Goon
- Goon
- Posts: 418
- Joined: April 3, 2012
- Pronoun: he/him
- Location: Round Rock, TX