Race to 1500! (Game 109)

For completed/abandoned Mish Mash Games.
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Post Post #8487 (isolation #600) » Mon Aug 21, 2017 3:29 am

Post by Cheery Dog »

I'll stay on where it landed.

##^^*♦Mallow: 1133
^Puzzledan: 325
♦^Agent Sparkles: 227
♦Allomancer: -253
JerryArr: 1045
^D3f: 90
^Cheery: 800
^^BigYoshiFan: 548
^Ircher: 600

Jackpot: 750
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #8510 (isolation #601) » Mon Aug 21, 2017 3:57 pm

Post by Cheery Dog »

Original Roll String: 1d145
1 145-Sided Dice: (103) = 103
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #8511 (isolation #602) » Mon Aug 21, 2017 3:58 pm

Post by Cheery Dog »

Mallow: 400
JerryArr: 20
Ircher: 500
Cheery: -300

Jackpot: 500
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #8534 (isolation #603) » Tue Aug 22, 2017 12:55 pm

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Original Roll String: 1d145
1 145-Sided Dice: (42) = 42
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #8535 (isolation #604) » Tue Aug 22, 2017 12:55 pm

Post by Cheery Dog »

puzzledan: 450
Mallow: 326
JerryArr: 616
Ircher: 500
Cheery: -600
BigYoshiFan: -190
Allomancer: 100
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #8568 (isolation #605) » Thu Aug 24, 2017 1:43 pm

Post by Cheery Dog »

Original Roll String: 1d145
1 145-Sided Dice: (111) = 111
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #8569 (isolation #606) » Thu Aug 24, 2017 1:44 pm

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I forgot my phone lines to add that space.
Original Roll String: 1d145
1 145-Sided Dice: (108) = 108
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #8570 (isolation #607) » Thu Aug 24, 2017 1:45 pm

Post by Cheery Dog »

puzzledan: 0
Mallow: 925
JerryArr: 460
Ircher: 0
Cheery: -0
BigYoshiFan: 25
Allomancer: 460

Jackpot: 500
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #8602 (isolation #608) » Fri Aug 25, 2017 9:19 pm

Post by Cheery Dog »

Original Roll String: 1d146
1 146-Sided Dice: (73) = 73
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #8603 (isolation #609) » Fri Aug 25, 2017 9:22 pm

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4: -1, if this uses a protect, gain a new
PROTECT
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #8611 (isolation #610) » Sat Aug 26, 2017 3:56 pm

Post by Cheery Dog »

Original Roll String: 1d146
1 146-Sided Dice: (39) = 39
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #8612 (isolation #611) » Sat Aug 26, 2017 3:57 pm

Post by Cheery Dog »

Original Roll String: 1d146
1 146-Sided Dice: (16) = 16

Rolling +/-
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #8613 (isolation #612) » Sat Aug 26, 2017 3:59 pm

Post by Cheery Dog »

Bringing my score back to 0 as me rolling the create your own space didn't effect me then, and carrying on that action.

CheeryDog: -200
Mallow: 718
JerryArr: 378
Realeo: 175
Allomancer: 400

Jackpot: 500
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #8641 (isolation #613) » Sun Aug 27, 2017 6:30 pm

Post by Cheery Dog »

Original Roll String: 1d146
1 146-Sided Dice: (45) = 45
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #8642 (isolation #614) » Sun Aug 27, 2017 6:30 pm

Post by Cheery Dog »

Cheery Dog: -387
Mallow: 1212
JerryArr: 291
Realeo: 0
Allomancer: 558
*BigYoshiFan: 638

Jackpot: 700
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #8681 (isolation #615) » Tue Aug 29, 2017 1:55 am

Post by Cheery Dog »

Original Roll String: 1d147
1 147-Sided Dice: (8) = 8
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #8682 (isolation #616) » Tue Aug 29, 2017 1:56 am

Post by Cheery Dog »

going to 750 it is.

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

Jackpot: 500
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #8690 (isolation #617) » Tue Aug 29, 2017 3:37 am

Post by Cheery Dog »

You were able to before?
Original Roll String: 1d147
1 147-Sided Dice: (70) = 70
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #8691 (isolation #618) » Tue Aug 29, 2017 3:39 am

Post by Cheery Dog »

Ahh the double the sign & number space. I don't remember it.
Original Roll String: 1d147
1 147-Sided Dice: (133) = 133
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #8692 (isolation #619) » Tue Aug 29, 2017 3:44 am

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4: Flip the positivity/negativity of your next roll that lands on a ±# space. Marked with a
£
.
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #8729 (isolation #620) » Wed Aug 30, 2017 1:50 am

Post by Cheery Dog »

Original Roll String: 1d148
1 148-Sided Dice: (45) = 45
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #8730 (isolation #621) » Wed Aug 30, 2017 1:51 am

Post by Cheery Dog »

Will I double nothing?
Original Roll String: 1d148
1 148-Sided Dice: (1) = 1
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #8731 (isolation #622) » Wed Aug 30, 2017 1:52 am

Post by Cheery Dog »

Go away space I don't want!
Original Roll String: 1d148
1 148-Sided Dice: (28) = 28
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #8732 (isolation #623) » Wed Aug 30, 2017 1:54 am

Post by Cheery Dog »

I'm pretty sure I can't double that.

Mallow: 0
Realeo: 510
♣Cheery: 0

Jackpot: 500
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #8751 (isolation #624) » Wed Aug 30, 2017 8:20 pm

Post by Cheery Dog »

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

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

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

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

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

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

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

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

59: +335
60: STEAL 250
61:
PROTECT

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

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

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

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

101:
PROTECT

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

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

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

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

121:
EVERYONE GO TO 420

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

124:
GO TO THE SCORE OF THE LEADER

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

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

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

145: All players score 50 points per symbol except clubs, which is -100, and diamonds, which is +177. Then
+200
and gain a Diamond.
146: Cleanse-Remove any symbols you don't want from yourself and then remove a ~ or % from another player. Then gain +200
147:
Unlucky
:(
148:
+350
and gain a
PROTECT





Original Roll String: 1d148
1 148-Sided Dice: (144) = 144
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #8752 (isolation #625) » Wed Aug 30, 2017 8:21 pm

Post by Cheery Dog »

Mallow: -290
Realeo: 15
♣Cheery: 30
JerryArr: -40

Jackpot: 500
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #8756 (isolation #626) » Thu Aug 31, 2017 4:49 am

Post by Cheery Dog »

Original Roll String: 1d148
1 148-Sided Dice: (97) = 97
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #8757 (isolation #627) » Thu Aug 31, 2017 4:49 am

Post by Cheery Dog »

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

Jackpot: 500
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #8762 (isolation #628) » Thu Aug 31, 2017 11:38 am

Post by Cheery Dog »

Original Roll String: 1d148
1 148-Sided Dice: (88) = 88
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #8763 (isolation #629) » Thu Aug 31, 2017 11:38 am

Post by Cheery Dog »

Mallow: -390
Realeo: 515
♣Cheery: 215
JerryArr: -40

Jackpot: 500
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #8770 (isolation #630) » Thu Aug 31, 2017 12:25 pm

Post by Cheery Dog »

Original Roll String: 1d148
1 148-Sided Dice: (25) = 25
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #8771 (isolation #631) » Thu Aug 31, 2017 12:26 pm

Post by Cheery Dog »

~Mallow: 600
Realeo: 515
♣Cheery: 265
JerryArr: -40
Allomancer: 0

Jackpot: 500
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #8788 (isolation #632) » Thu Aug 31, 2017 6:40 pm

Post by Cheery Dog »

Original Roll String: 1d148
1 148-Sided Dice: (96) = 96
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Post Post #8789 (isolation #633) » Thu Aug 31, 2017 6:41 pm

Post by Cheery Dog »

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

JACKPOT: 500
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Post Post #8838 (isolation #634) » Sat Sep 02, 2017 4:38 am

Post by Cheery Dog »

Original Roll String: 1d148
1 148-Sided Dice: (72) = 72
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Post Post #8839 (isolation #635) » Sat Sep 02, 2017 4:39 am

Post by Cheery Dog »

#♦Mallow: 458
Realeo: 962
♣Cheery: -465
JerryArr: -205
Allomancer: -40

JACKPOT: 750
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Post Post #8850 (isolation #636) » Sat Sep 02, 2017 4:42 pm

Post by Cheery Dog »

1: +400
2: Create your own space
3: Create your own space
4: Create your own space
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: Create your own space
11:
-200

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

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

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

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

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

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

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

59: +335
60: STEAL 250
61:
PROTECT

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

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

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

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

101:
PROTECT

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

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

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

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

121:
EVERYONE GO TO 420

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

124:
GO TO THE SCORE OF THE LEADER

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

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

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

145: All players score 50 points per symbol except clubs, which is -100, and diamonds, which is +177. Then
+200
and gain a Diamond.
146: Cleanse-Remove any symbols you don't want from yourself and then remove a ~ or % from another player. Then gain +200
147:
Unlucky
:(
148:
+350
and gain a
PROTECT
Last edited by mallowgeno on Sun Sep 03, 2017 2:09 am, edited 1 time in total.
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Post Post #8851 (isolation #637) » Sat Sep 02, 2017 4:43 pm

Post by Cheery Dog »

Original Roll String: 1d148
1 148-Sided Dice: (111) = 111
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Post Post #8852 (isolation #638) » Sat Sep 02, 2017 4:43 pm

Post by Cheery Dog »

#♦Mallow: 395
Realeo: 10
♣Cheery: 0
JerryArr: 105
Allomancer: 962

JACKPOT: 650
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Post Post #8914 (isolation #639) » Mon Sep 04, 2017 6:44 pm

Post by Cheery Dog »

I thought while I was reading this I was going to somehow be sitting as the leader when I got to the end.

Original Roll String: 1d148
1 148-Sided Dice: (1) = 1
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Post Post #8915 (isolation #640) » Mon Sep 04, 2017 6:45 pm

Post by Cheery Dog »

pity I didn't gain the club last round for a chance of getting it here.

Original Roll String: 12d25
12 25-Sided Dice: (4, 23, 9, 21, 12, 22, 20, 2, 4, 2, 22, 22) = 163
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Post Post #8916 (isolation #641) » Mon Sep 04, 2017 6:50 pm

Post by Cheery Dog »

I believe this would be the post I'm after. (spot 11)
In post 8884, Realeo wrote:
Original Roll String: 1d148 (STATIC)
1 148-Sided Dice: (122) = 122
Mallow: -299
Realeo: -530
♣Cheery: -44
♦JerryArr: 226
Allomancer: -634

JACKPOT: 500
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Post Post #8919 (isolation #642) » Mon Sep 04, 2017 7:48 pm

Post by Cheery Dog »

next time oyu might hit one of the other two on this board, who knows.
Original Roll String: 1d148
1 148-Sided Dice: (135) = 135
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Post Post #8920 (isolation #643) » Mon Sep 04, 2017 7:49 pm

Post by Cheery Dog »

Mallow: -299
Realeo: -1030
~♣Cheery: -44
♦JerryArr: 226
Allomancer: -634

JACKPOT: 500
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Post Post #8928 (isolation #644) » Mon Sep 04, 2017 10:38 pm

Post by Cheery Dog »

Original Roll String: 1d100
1 100-Sided Dice: (53) = 53
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Post Post #8929 (isolation #645) » Mon Sep 04, 2017 10:38 pm

Post by Cheery Dog »

Mallow: -299
Realeo: -1310
~♣Cheery: 256
♦JerryArr: 133
Allomancer: -634

JACKPOT: 500
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Post Post #8932 (isolation #646) » Mon Sep 04, 2017 11:06 pm

Post by Cheery Dog »

Haxx
Original Roll String: 1d100
1 100-Sided Dice: (76) = 76
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Post Post #8933 (isolation #647) » Mon Sep 04, 2017 11:10 pm

Post by Cheery Dog »

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.
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Post Post #8956 (isolation #648) » Tue Sep 05, 2017 1:32 pm

Post by Cheery Dog »

Original Roll String: 1d100
1 100-Sided Dice: (96) = 96
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Post Post #8957 (isolation #649) » Tue Sep 05, 2017 1:33 pm

Post by Cheery Dog »

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

JACKPOT: 500
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Post Post #8966 (isolation #650) » Tue Sep 05, 2017 3:25 pm

Post by Cheery Dog »

Original Roll String: 1d100
1 100-Sided Dice: (84) = 84
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Post Post #8967 (isolation #651) » Tue Sep 05, 2017 3:26 pm

Post by Cheery Dog »

Mallow: 34
**Realeo: 141
~♣Cheery: -466
♦JerryArr: -252
Allomancer: -36

JACKPOT: 500
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Post Post #8979 (isolation #652) » Tue Sep 05, 2017 6:05 pm

Post by Cheery Dog »

Original Roll String: 1d148
1 148-Sided Dice: (106) = 106
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Post Post #8980 (isolation #653) » Tue Sep 05, 2017 6:06 pm

Post by Cheery Dog »

Everyone can have a #, which will all expire at the same time.

#Mallow: -366
*#Realeo: 344
#♣Cheery: -466
#♦JerryArr: -252
#Allomancer: -36

Jackpot: 500
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Post Post #8986 (isolation #654) » Tue Sep 05, 2017 8:53 pm

Post by Cheery Dog »

Original Roll String: 1d148
1 148-Sided Dice: (103) = 103
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Post Post #8987 (isolation #655) » Tue Sep 05, 2017 8:54 pm

Post by Cheery Dog »

Just keep rolling
Original Roll String: 1d148
1 148-Sided Dice: (76) = 76
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Post Post #8988 (isolation #656) » Tue Sep 05, 2017 8:55 pm

Post by Cheery Dog »

Double jackpot sounds good enough to me.

#Mallow: -366
*#Realeo: 244
#♣Cheery: -334
#♦JerryArr: -315
#Allomancer: -36

Jackpot: 500
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Post Post #9015 (isolation #657) » Wed Sep 06, 2017 6:09 pm

Post by Cheery Dog »

Original Roll String: 1d148
1 148-Sided Dice: (94) = 94
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Post Post #9016 (isolation #658) » Wed Sep 06, 2017 6:09 pm

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2 becomes
-125
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Post Post #9032 (isolation #659) » Thu Sep 07, 2017 1:30 am

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Original Roll String: 1d148
1 148-Sided Dice: (50) = 50
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Post Post #9033 (isolation #660) » Thu Sep 07, 2017 1:40 am

Post by Cheery Dog »

Space eight apparently hasn't existed since game 44.
Since it should be a create your own space, I'll make make it reference that.

8: Complete Reset: Your score resets where it would sit at the start of the game. (removes all symbols, and activates club to the three protects and 500 points)
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Post Post #9064 (isolation #661) » Thu Sep 07, 2017 8:42 pm

Post by Cheery Dog »

trying to avoid the new unlucky there realoe.

Original Roll String: 1d149
1 149-Sided Dice: (37) = 37
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Post Post #9065 (isolation #662) » Thu Sep 07, 2017 8:42 pm

Post by Cheery Dog »

Realeo: 592
JerryArr: -55
Mallow: 225
*CheeryDog: 500

JACKPOT: 500
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Post Post #9082 (isolation #663) » Fri Sep 08, 2017 11:34 am

Post by Cheery Dog »

Original Roll String: 1d149
1 149-Sided Dice: (94) = 94
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
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Post Post #9083 (isolation #664) » Fri Sep 08, 2017 11:35 am

Post by Cheery Dog »

%Realeo: 445
%JerryArr: 420
Mallow: 1160
%CheeryDog: 560

Jackpot: 750
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #9118 (isolation #665) » Sat Sep 09, 2017 2:12 am

Post by Cheery Dog »

this one is meant to be some kind of bonus round something.
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Post Post #9140 (isolation #666) » Sat Sep 09, 2017 8:32 pm

Post by Cheery Dog »

Original Roll String: 1d151
1 151-Sided Dice: (42) = 42
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Post Post #9141 (isolation #667) » Sat Sep 09, 2017 8:33 pm

Post by Cheery Dog »

I say I roll the 1d100 because this is way to early in a game to stop.
Original Roll String: 1d100
1 100-Sided Dice: (85) = 85
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
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Post Post #9142 (isolation #668) » Sat Sep 09, 2017 8:35 pm

Post by Cheery Dog »

only, I'll take the lead and stop. (I'm also sort of confused with what I'm increasing it by on other scores.)

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Cheery: 200

Jackpot: 700
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Post Post #9155 (isolation #669) » Sun Sep 10, 2017 2:39 am

Post by Cheery Dog »

Original Roll String: 1d151
1 151-Sided Dice: (27) = 27
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Post Post #9156 (isolation #670) » Sun Sep 10, 2017 2:40 am

Post by Cheery Dog »

Realeo: -175
Cheery: -125
TK: -500
Allo: -100
Mallow: -400

Jackpot: 700
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*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #9185 (isolation #671) » Sun Sep 10, 2017 5:54 pm

Post by Cheery Dog »

Original Roll String: 1d151
1 151-Sided Dice: (64) = 64
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #9186 (isolation #672) » Sun Sep 10, 2017 5:55 pm

Post by Cheery Dog »

* Realeo: 75
*Cheery: -125
TK: -500
Allo: -357
~Mallow: -573

Jackpot: 700
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*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #9205 (isolation #673) » Sun Sep 10, 2017 8:07 pm

Post by Cheery Dog »

Original Roll String: 1d151
1 151-Sided Dice: (74) = 74
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #9206 (isolation #674) » Sun Sep 10, 2017 8:07 pm

Post by Cheery Dog »

positivist.
Original Roll String: 1d151
1 151-Sided Dice: (117) = 117
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Post Post #9207 (isolation #675) » Sun Sep 10, 2017 8:08 pm

Post by Cheery Dog »

Well worth that.

Realeo: 0
*Cheery: -85
TK: -500
Allo: -357
~Mallow: -573
DiplomatDC: 0

Jackpot: 733
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #9271 (isolation #676) » Mon Sep 11, 2017 4:33 pm

Post by Cheery Dog »

Original Roll String: 1d151
1 151-Sided Dice: (58) = 58
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*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #9272 (isolation #677) » Mon Sep 11, 2017 4:34 pm

Post by Cheery Dog »

Vlahh
Original Roll String: 10d25
10 25-Sided Dice: (10, 2, 7, 6, 11, 7, 1, 9, 10, 21) = 84
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
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Post Post #9273 (isolation #678) » Mon Sep 11, 2017 4:35 pm

Post by Cheery Dog »

In post 9238, mallowgeno wrote:109 is the worst space

Original Roll String: 1d100 (STATIC)
1 100-Sided Dice: (29) = 29
Realeo: -1401
Cheery: -260
TK: -731
Allo: -757
~Mallow: -74
DiplomatDC: -750
JerryArr: 50

Jackpot: 831
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #9341 (isolation #679) » Tue Sep 12, 2017 3:56 am

Post by Cheery Dog »

Original Roll String: 1d151
1 151-Sided Dice: (12) = 12
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #9342 (isolation #680) » Tue Sep 12, 2017 3:57 am

Post by Cheery Dog »

Realeo: -9567
Cheery: -960
Allo: -1102
~Mallow: -184
DiplomatDC: -1250
TK: -400
♦^JerryArr: -497

Jackpot: 446
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #9385 (isolation #681) » Tue Sep 12, 2017 12:15 pm

Post by Cheery Dog »

What are we all doing out of negatives?
Original Roll String: 1d151
1 151-Sided Dice: (56) = 56
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
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Post Post #9386 (isolation #682) » Tue Sep 12, 2017 12:16 pm

Post by Cheery Dog »

Well I have guess it's good I'm not going to -9k

Realeo: 0
Cheery: 0
Allo: 0
Mallow: 0
DiplomatDC: 0
TK: 0
^JerryArr: 0

Jackpot: 500
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #9389 (isolation #683) » Tue Sep 12, 2017 12:20 pm

Post by Cheery Dog »

I can read. I had wanted to complain that you were positive beforehand.
Original Roll String: 1d151
1 151-Sided Dice: (33) = 33
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Post Post #9390 (isolation #684) » Tue Sep 12, 2017 12:21 pm

Post by Cheery Dog »

And now it's me

Realeo: 0
Cheery: 250
Allo: 0
Mallow: 0
DiplomatDC: 0
TK: 0
^JerryArr: 0

Jackpot: 750
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #9404 (isolation #685) » Tue Sep 12, 2017 2:11 pm

Post by Cheery Dog »

Original Roll String: 1d151
1 151-Sided Dice: (41) = 41
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #9405 (isolation #686) » Tue Sep 12, 2017 2:13 pm

Post by Cheery Dog »

Everyone needs a +

+^ Realeo: 100
+Cheery: 550
+Allo: 0
+Mallow: 660
+DiplomatDC: 560
+TK: 0
^+JerryArr: 930

Jackpot: 750
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #9429 (isolation #687) » Tue Sep 12, 2017 4:04 pm

Post by Cheery Dog »

Original Roll String: 1d151
1 151-Sided Dice: (111) = 111
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #9430 (isolation #688) » Tue Sep 12, 2017 4:04 pm

Post by Cheery Dog »

+ Realeo: 185
+Cheery: 100
+Allo: 20
+Mallow: 15
DiplomatDC: 320
+TK: 20
+JerryArr: 20

Jackpot: 815
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #9486 (isolation #689) » Tue Sep 12, 2017 7:09 pm

Post by Cheery Dog »

Original Roll String: 1d153
1 153-Sided Dice: (34) = 34
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #9487 (isolation #690) » Tue Sep 12, 2017 7:09 pm

Post by Cheery Dog »

DiplomatDC: 547
JerryArr: -200
Realeo: 80
+Cheery: 0

Jackpot: 300
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #9491 (isolation #691) » Tue Sep 12, 2017 7:43 pm

Post by Cheery Dog »

Original Roll String: 1d151
1 151-Sided Dice: (96) = 96
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #9492 (isolation #692) » Tue Sep 12, 2017 7:43 pm

Post by Cheery Dog »

I'm obviously going places

DiplomatDC: 547
JerryArr: 135
Realeo: -20
Cheery: 0

Jackpot: 300
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #9497 (isolation #693) » Tue Sep 12, 2017 9:49 pm

Post by Cheery Dog »

obviously wrong dies help with going places.
Original Roll String: 1d153
1 153-Sided Dice: (47) = 47
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #9498 (isolation #694) » Tue Sep 12, 2017 9:50 pm

Post by Cheery Dog »

DiplomatDC: 372
JerryArr: 135
Realeo: 480
Cheery: -70

Jackpot: 300
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #9695 (isolation #695) » Thu Sep 14, 2017 2:24 pm

Post by Cheery Dog »

Original Roll String: 1d154
1 154-Sided Dice: (33) = 33
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #9696 (isolation #696) » Thu Sep 14, 2017 2:25 pm

Post by Cheery Dog »

$Mallow: -130
>^#JerryArr: 662
Allo: 660
#Realeo: 240
#DiplomatDC: 615
♣£TK: 730
Allo: 286
Shrek: -105
Cheery: 730

Jackpot: 500
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #9706 (isolation #697) » Thu Sep 14, 2017 2:57 pm

Post by Cheery Dog »

Original Roll String: 1d154
1 154-Sided Dice: (61) = 61
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #9707 (isolation #698) » Thu Sep 14, 2017 2:58 pm

Post by Cheery Dog »

$Mallow: -130
>^#***JerryArr: 1388
Allo: 660
#Realeo: 240
#DiplomatDC: 615
♣£TK: 668
Allo: 286
Shrek: -75
Cheery: 650

Jackpot: 750
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #9713 (isolation #699) » Thu Sep 14, 2017 3:10 pm

Post by Cheery Dog »

Original Roll String: 1d155
1 155-Sided Dice: (42) = 42
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #9714 (isolation #700) » Thu Sep 14, 2017 3:12 pm

Post by Cheery Dog »

(**Tatsuya Kaname: 800, not in yet)
JerryArr: 550
^Cheery: 100
Jackpot: 300
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
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Post Post #9749 (isolation #701) » Thu Sep 14, 2017 7:27 pm

Post by Cheery Dog »

Original Roll String: 1d155
1 155-Sided Dice: (138) = 138
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #9750 (isolation #702) » Thu Sep 14, 2017 7:29 pm

Post by Cheery Dog »

Expressing!
Original Roll String: 1d100
1 100-Sided Dice: (90) = 90
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
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Post Post #9751 (isolation #703) » Thu Sep 14, 2017 7:30 pm

Post by Cheery Dog »

7: +5

Continue the express!
Original Roll String: 1d100
1 100-Sided Dice: (99) = 99
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
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Post Post #9752 (isolation #704) » Thu Sep 14, 2017 7:30 pm

Post by Cheery Dog »

Keep on the express.
Original Roll String: 1d100
1 100-Sided Dice: (89) = 89
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
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Post Post #9753 (isolation #705) » Thu Sep 14, 2017 7:31 pm

Post by Cheery Dog »

Super protecting that one.
Original Roll String: 1d100
1 100-Sided Dice: (74) = 74
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
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Post Post #9754 (isolation #706) » Thu Sep 14, 2017 7:32 pm

Post by Cheery Dog »

Yeah should have just stopped at the jackpot, but I had the plan of using the super protect for that purpose, and therefore wanted to.

JerryArr: 600
Cheery: 00
Shrek: 11
Realeo: 40
*TK: 1150
DDC: 220
Mallow: 0

Jackpot: 500
Last edited by Cheery Dog on Thu Sep 14, 2017 7:34 pm, edited 1 time in total.
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #9755 (isolation #707) » Thu Sep 14, 2017 7:33 pm

Post by Cheery Dog »

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: +5
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. 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

149:
Unlucky
:(
150.
GO TO THE SCORE OF LAST PLACE

151. Express:
+100
. Now you can either roll 1d100 or stop. If you roll 1d100 and land on a space that will causes your score to decrease, RESET. If you roll a space that causes your score to stay or increase, you increase your score following the space's effect and you will get the offer to roll1d100 or stop again (and so on and so on until you stop or RESET due to bad roll)
152. Express
153: Accelerant: (Denoted by ">") While you have this symbol, whenever you roll a die (legally), gain points equal to its die roll. Lost when you RESET
154: Insurance-Give all players a $. This blocks the next unlucky space you land on. Then gain +300[/quote]
155: Portable Trick Die: Stackable, represented by "!". After any die roll (not just the initial one), you may spend 250 points and the ! to change the result by +/- 1.
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #9758 (isolation #708) » Thu Sep 14, 2017 8:02 pm

Post by Cheery Dog »

TK's score doesn't go down there, there's a protect.

Original Roll String: 1d155
1 155-Sided Dice: (147) = 147
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Post Post #9759 (isolation #709) » Thu Sep 14, 2017 8:02 pm

Post by Cheery Dog »

Fixed on my list.

JerryArr: 600
Cheery: -190
Shrek: 111
Realeo: 40
TK: 1150
DDC: 220
Mallow: 0

Jackpot: 500
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
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Post Post #9764 (isolation #710) » Thu Sep 14, 2017 9:54 pm

Post by Cheery Dog »

Original Roll String: 1d155
1 155-Sided Dice: (107) = 107
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Post Post #9765 (isolation #711) » Thu Sep 14, 2017 9:55 pm

Post by Cheery Dog »

nah can't be bothered by that again already.

JerryArr: 600
Cheery: -90
Shrek: 111
Realeo: -170
TK: 1150
DDC: 22
Mallow: 0

Jackpot: 600
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #9849 (isolation #712) » Fri Sep 15, 2017 1:10 pm

Post by Cheery Dog »

Original Roll String: 1d156
1 156-Sided Dice: (118) = 118
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
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Post Post #9850 (isolation #713) » Fri Sep 15, 2017 1:10 pm

Post by Cheery Dog »

1: +400
2: Halve your score and give what you lost to a person of your choosing.
3: Create your own space
4: Create your own space
5: Create your own space
6: Lose 100 or 20% of your score, whichever is more
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. 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

149:
Unlucky
:(
150.
GO TO THE SCORE OF LAST PLACE

151. Express:
+100
. Now you can either roll 1d100 or stop. If you roll 1d100 and land on a space that will causes your score to decrease, RESET. If you roll a space that causes your score to stay or increase, you increase your score following the space's effect and you will get the offer to roll1d100 or stop again (and so on and so on until you stop or RESET due to bad roll)
152. Express
153: Accelerant: (Denoted by ">") While you have this symbol, whenever you roll a die (legally), gain points equal to its die roll. Lost when you RESET
154: Insurance-Give all players a $. This blocks the next unlucky space you land on. Then gain +300[/quote]
155: Portable Trick Die: Stackable, represented by "!". After any die roll (not just the initial one), you may spend 250 points and the ! to change the result by +/- 1.
156: Big Wheel - Roll a 1d20. After one "spin" you may choose to stop and claim 25x your result or respin for more points. If you go over 20 in two spins,
UNLUCKY
:( . If your first spin, or the combination of two spins, land exactly on 20, +1000 and a chance to do a "bonus spin", which if land on 1 or 3 you get a
PROTECT
, land on 20 gets an instant win.
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #9851 (isolation #714) » Fri Sep 15, 2017 1:11 pm

Post by Cheery Dog »

Original Roll String: 1d156
1 156-Sided Dice: (12) = 12

I feel like it's double or nothing.
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Post Post #9852 (isolation #715) » Fri Sep 15, 2017 1:12 pm

Post by Cheery Dog »

^%>TK: 434
^Mallow: 17
Shrek: 354
^DDC: 321
^Realeo: 434
Allo: -55
JerryArr: 0
Cheery: 600

Jackpot: 300
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #9856 (isolation #716) » Fri Sep 15, 2017 2:58 pm

Post by Cheery Dog »

Original Roll String: 1d156
1 156-Sided Dice: (120) = 120
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
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Post Post #9857 (isolation #717) » Fri Sep 15, 2017 2:59 pm

Post by Cheery Dog »

^%>TK: 434
^Mallow: -283
Shrek: 354
^DDC: 321
^Realeo: 434
Allo: -55
JerryArr: 0
Cheery: 397

Jackpot: 300
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #9866 (isolation #718) » Fri Sep 15, 2017 6:03 pm

Post by Cheery Dog »

156
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Post Post #9867 (isolation #719) » Fri Sep 15, 2017 6:04 pm

Post by Cheery Dog »

Original Roll String: 1d156
1 156-Sided Dice: (82) = 82
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
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Post Post #9868 (isolation #720) » Fri Sep 15, 2017 6:05 pm

Post by Cheery Dog »

^%>TK: 334
^Mallow: -283
Shrek: 454
^DDC: 251
^Realeo: 444
Allo: -55
JerryArr: -175
Cheery: 327

Jackpot: 300
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
*It may be held by someone else if you discount the major downtime in 2012 and 2014, I'm not doing the research.
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Post Post #9927 (isolation #721) » Sat Sep 16, 2017 7:49 pm

Post by Cheery Dog »

1: +400
2: Halve your score and give what you lost to a person of your choosing.
3: 3: Get a Protect and then EXPRESS
4: Create your own space
5: Create your own space
6: Lose 100 or 20% of your score, whichever is more
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. 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

149:
Unlucky
:(
150.
GO TO THE SCORE OF LAST PLACE

151. Express:
+100
. Now you can either roll 1d100 or stop. If you roll 1d100 and land on a space that will causes your score to decrease, RESET. If you roll a space that causes your score to stay or increase, you increase your score following the space's effect and you will get the offer to roll1d100 or stop again (and so on and so on until you stop or RESET due to bad roll)
152. Express
153: Accelerant: (Denoted by ">") While you have this symbol, whenever you roll a die (legally), gain points equal to its die roll. Lost when you RESET
154: Insurance-Give all players a $. This blocks the next unlucky space you land on. Then gain +300[/quote]
155: Portable Trick Die: Stackable, represented by "!". After any die roll (not just the initial one), you may spend 250 points and the ! to change the result by +/- 1.
156: Big Wheel - Roll a 1d20. After one "spin" you may choose to stop and claim 25x your result or respin for more points. If you go over 20 in two spins,
UNLUCKY
:( . If your first spin, or the combination of two spins, land exactly on 20, +1000 and a chance to do a "bonus spin", which if land on 1 or 3 you get a
PROTECT
, land on 20 gets an instant win.
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Post Post #9928 (isolation #722) » Sat Sep 16, 2017 7:50 pm

Post by Cheery Dog »

Shrek please read for the rules of the special spaces located within the first 100 spaces.

Original Roll String: 1d156
1 156-Sided Dice: (86) = 86
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Post Post #9929 (isolation #723) » Sat Sep 16, 2017 7:54 pm

Post by Cheery Dog »

I'm going to makr Shrek's 1/2 merge as being done from TK, and then put everyone's scores where they should be. ( I think we were doing the multiple rolls got ignored by merge)
I'm also going to base on TK having a super protect means the lead was located there when I rolled that 122.

^TK:100
^^*#Mallow: 0
Shrek: 125
^DDC: -100
^Realeo: 0
Allo: 0
JerryArr: 0
Cheery: 25

Jackpot: 550
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Post Post #9994 (isolation #724) » Sun Sep 17, 2017 12:33 pm

Post by Cheery Dog »

Original Roll String: 1d156
1 156-Sided Dice: (12) = 12
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Post Post #9995 (isolation #725) » Sun Sep 17, 2017 12:33 pm

Post by Cheery Dog »

TK: -55
^^^#Mallow: 100
*Shrek: 642
^DDC: 1283
Realeo: 550
Allo: -150
^JerryArr: 110
Cheery: 825

Jackpot: 440
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Post Post #10042 (isolation #726) » Sun Sep 17, 2017 8:30 pm

Post by Cheery Dog »

Original Roll String: 1d157
1 157-Sided Dice: (81) = 81
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Post Post #10043 (isolation #727) » Sun Sep 17, 2017 8:32 pm

Post by Cheery Dog »

6: Deccelerant: (Denoted by "<") While you have this symbol, whenever you roll a die (legally), lose points equal to its die roll. Lost when you RESET
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Post Post #10192 (isolation #728) » Mon Sep 18, 2017 1:21 pm

Post by Cheery Dog »

Original Roll String: 1d157
1 157-Sided Dice: (109) = 109
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Post Post #10193 (isolation #729) » Mon Sep 18, 2017 1:23 pm

Post by Cheery Dog »

I guess since whatever my create your own space never got added, I won't try and work out what my score should be before now and just insert myself here.

^$DDC: -55
^$Allomancer: -55
^$TK: -450
$Shrek: -696
^$Mallow: -951
^$JerryArr: -380
^$Realeo: -450
Cheery: 300

Jackpot: 600
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Post Post #10292 (isolation #730) » Tue Sep 19, 2017 12:11 am

Post by Cheery Dog »

Original Roll String: 1d157
1 157-Sided Dice: (26) = 26
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Post Post #10293 (isolation #731) » Tue Sep 19, 2017 12:12 am

Post by Cheery Dog »

^$♣# DDC: 225
%^$Allomancer: 420
^$TK: 220
#$Shrek: 550
Mallow: 133
%^$JerryArr: 1045
%$Realeo: 1090
Cheery: 360

Jackpot: 500
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Post Post #10537 (isolation #732) » Wed Sep 20, 2017 5:45 pm

Post by Cheery Dog »

Original Roll String: 1d158
1 158-Sided Dice: (158) = 158
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Post Post #10538 (isolation #733) » Wed Sep 20, 2017 5:46 pm

Post by Cheery Dog »

Shrek: 879
DDC: 775
Realeo: 0
#JerryArr: 0
##^♦Mallow: 881
Allo: 820
TK: 431
Cheery: 750

Jackpot: 945
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Post Post #10567 (isolation #734) » Wed Sep 20, 2017 11:26 pm

Post by Cheery Dog »

Those are all meant to be rounded up.
Original Roll String: 1d158
1 158-Sided Dice: (123) = 123
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Post Post #10568 (isolation #735) » Wed Sep 20, 2017 11:28 pm

Post by Cheery Dog »

Shrek: 230
DDC: 255
Realeo: 230
JerryArr: 230
Mallow: 230
Allo: 230
TK: 580
Cheery: 510

Jackpot: 1,245
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Post Post #10653 (isolation #736) » Fri Sep 22, 2017 2:02 am

Post by Cheery Dog »

Are we still restricted by the 1d10 for all the rerolling spaces?

Espeically things like being crippled and the Express things which limit us normally to 1d100s.
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Post Post #10723 (isolation #737) » Fri Sep 22, 2017 10:18 am

Post by Cheery Dog »

Original Roll String: 1d10
1 10-Sided Dice: (3) = 3
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Post Post #10724 (isolation #738) » Fri Sep 22, 2017 10:19 am

Post by Cheery Dog »

Shrek: 1173 (67)
**Mallow: 435 (61)
Realeo: -403 (15)
JerryArr: -900 (22)
DDC: 0 (2)
Allo: -400 (13)
Cheery: (2)

Jackpot: 300
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Post Post #10730 (isolation #739) » Fri Sep 22, 2017 11:36 am

Post by Cheery Dog »

Original Roll String: 1d10
1 10-Sided Dice: (5) = 5
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Post Post #10731 (isolation #740) » Fri Sep 22, 2017 11:37 am

Post by Cheery Dog »

Shrek: 1273 (75)
**Mallow: 435 (61)
Realeo: -403 (15)
JerryArr: -890 (30)
DDC: 0 (2)
Allo: -400 (13)
Cheery: (5)

Jackpot: 300
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Post Post #10775 (isolation #741) » Sat Sep 23, 2017 1:55 am

Post by Cheery Dog »

1: +400
2: Create your own space
3: Create your own space
4: Create your own space
5: Round your score to the nearest hundred.
6: Create your own space
7: Create your own space
8: Create your own space
9: Create your own space
10: +100
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

149:
Unlucky
:(
150.
GO TO THE SCORE OF LAST PLACE

151. Express:
+100
. Now you can either roll 1d100 or stop. If you roll 1d100 and land on a space that will causes your score to decrease, RESET. If you roll a space that causes your score to stay or increase, you increase your score following the space's effect and you will get the offer to roll1d100 or stop again (and so on and so on until you stop or RESET due to bad roll)
152. Express
153: Accelerant: (Denoted by ">") Gain 3 ">" While you have this symbol, whenever you roll a die (legally), gain points equal to its die roll. After each roll lose 1 ">".
154: Insurance-Give all players a $. This blocks the next unlucky space you land on. Then gain +300
155: Portable Trick Die: Stackable, represented by "!". After any die roll (not just the initial one), you may spend 250 points and the ! to change the result by +/- 1.
156: Big Wheel - Roll a 1d20. After one "spin" you may choose to stop and claim 25x your result or respin for more points. If you go over 20 in two spins,
UNLUCKY
. If your first spin, or the combination of two spins, land exactly on 20, +1000 and a chance to do a "bonus spin", which if land on 1 or 3 you get a PROTECT, land on 20 gets an instant win (any other number in the bonus spin is worth nothing).
157: ROLL AGAIN, then ROLL AGAIN (again)
158: Russian Roulette: Roll a single die, the number of sides equal to the number of people currently playing. -1,000 for whoever it lands on.
159: RESET then roll 10d150. Gain the total.
160: For every 250 points you have, gain a
Critical Hit
.
161: Anti-Protect: The next time you would gain points (either through a reset, a positive space, or trying to steal/merge points) your score does not increase. These are stackable. (Represented by an '&' symbol.)
Last edited by Cheery Dog on Sat Sep 23, 2017 1:58 am, edited 1 time in total.
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Post Post #10776 (isolation #742) » Sat Sep 23, 2017 1:55 am

Post by Cheery Dog »

Original Roll String: 1d161
1 161-Sided Dice: (75) = 75
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Post Post #10777 (isolation #743) » Sat Sep 23, 2017 1:59 am

Post by Cheery Dog »

Since I had the top of page, the create your own space (round to nearest hundred) is already there.
But I'd better do the scoreboard anyway

Shrek: 0
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JerryArr: 450
Mallow: 0
Cheery: 0

Jackpot: 500
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Post Post #10821 (isolation #744) » Sat Sep 23, 2017 12:49 pm

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Original Roll String: 1d161
1 161-Sided Dice: (154) = 154
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Post Post #10822 (isolation #745) » Sat Sep 23, 2017 12:50 pm

Post by Cheery Dog »

Shrek: 1085
Realeo: -985
JerryArr: 685
Mallow: 0
Cheery: 70
#DDC: 0
♣**#Allo: 650

Jackpot: 600
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Post Post #10832 (isolation #746) » Sat Sep 23, 2017 6:24 pm

Post by Cheery Dog »

Original Roll String: 1d161
1 161-Sided Dice: (87) = 87
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Post Post #10833 (isolation #747) » Sat Sep 23, 2017 6:24 pm

Post by Cheery Dog »

triple
Original Roll String: 1d161
1 161-Sided Dice: (154) = 154
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Post Post #10834 (isolation #748) » Sat Sep 23, 2017 6:26 pm

Post by Cheery Dog »

more than triple there I guess.
Not sure whether I'm also meant to multiply my own reset by the critical hit or not

Shrek: 0
%Realeo: 0
JerryArr: 0
%Mallow: 0
%Cheery: 0
%#DDC: 0
%♣*#Allo: 650

Jackpot: 500
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Post Post #10838 (isolation #749) » Sat Sep 23, 2017 6:38 pm

Post by Cheery Dog »

I believe he couldn't use the # because resetting was a positive for Realeo.

I considered Reset to be equal to a Go TO 0. Therefore something that can't be doubled. Which I think it why I also left the crit alone.
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Post Post #10847 (isolation #750) » Sun Sep 24, 2017 12:51 am

Post by Cheery Dog »

Same thing with it not being negative for everyone. The wide guard is pretty hard to use, basically only if someone lands on 54
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Post Post #10848 (isolation #751) » Sun Sep 24, 2017 12:52 am

Post by Cheery Dog »

Rip somebody's score
Original Roll String: 1d7
1 7-Sided Dice: (7) = 7
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Post Post #10849 (isolation #752) » Sun Sep 24, 2017 12:56 am

Post by Cheery Dog »

I see the crit being able to be used at the same time as a protect though, so I won't add that back. (Or if wide guard was meant to take it, ddc's score is only -1000)

Shrek: -30
Realeo: -112
JerryArr: -75
%Mallow: 0
%Cheery: 0
#DDC: -1500
#♣Allo: 650

Jackpot: 500
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Post Post #11055 (isolation #753) » Tue Sep 26, 2017 4:55 pm

Post by Cheery Dog »

Original Roll String: 1d162
1 162-Sided Dice: (72) = 72
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Post Post #11056 (isolation #754) » Tue Sep 26, 2017 4:57 pm

Post by Cheery Dog »

I should have bought some of that insurance money you're all hoarding.

♣$Shrek: 0
$$Allo: 0
>>>$$Mallow: 0
$$&JerryArr: 300
$Realeo: 400
Cheery: -500

Jackpot: 500
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Post Post #11065 (isolation #755) » Tue Sep 26, 2017 5:09 pm

Post by Cheery Dog »

Original Roll String: 1d162
1 162-Sided Dice: (41) = 41
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Post Post #11066 (isolation #756) » Tue Sep 26, 2017 5:10 pm

Post by Cheery Dog »

I don't want to sent other people to negatives, so this one is hitting mallow

♣$Shrek: 0
$$Allo: 0
$$Mallow: 114
$$&JerryArr: 300
$Realeo: 0
Cheery: 0

Jackpot: 500
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Post Post #11088 (isolation #757) » Tue Sep 26, 2017 7:02 pm

Post by Cheery Dog »

Original Roll String: 1d162
1 162-Sided Dice: (109) = 109
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Post Post #11089 (isolation #758) » Tue Sep 26, 2017 7:03 pm

Post by Cheery Dog »

♣*$Shrek: 420
$$Allo: 420
$$Mallow: 420
$$JerryArr: -50
$Realeo: 420
Cheery: 420

Jackpot: 700

I left Jerry's score alone, then edited to fix it, lost realeos, and then realised I was actually meant to leave Jerrys because of the &
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Post Post #11110 (isolation #759) » Wed Sep 27, 2017 2:45 am

Post by Cheery Dog »

if not you, then maybe someone else
Original Roll String: 1d162
1 162-Sided Dice: (152) = 152
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Post Post #11111 (isolation #760) » Wed Sep 27, 2017 2:47 am

Post by Cheery Dog »

I think that was no, Realeo wins. (I think I've now up to rolling a win for the same amount of people as times I've won this game)

♣$Shrek: 820
$$Allo: 970
*$$Mallow: 825
$$JerryArr: 30
$Realeo: 1750
Cheery: 720

Jackpot: 850
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Post Post #11265 (isolation #761) » Thu Sep 28, 2017 2:54 pm

Post by Cheery Dog »

Original Roll String: 1d163
1 163-Sided Dice: (123) = 123
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Post Post #11266 (isolation #762) » Thu Sep 28, 2017 2:54 pm

Post by Cheery Dog »

Realeo: 175
*Shrek: 500
Cheery: 25

Jackpot: 500
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Post Post #11284 (isolation #763) » Thu Sep 28, 2017 11:04 pm

Post by Cheery Dog »

Original Roll String: 1d163
1 163-Sided Dice: (27) = 27
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Post Post #11285 (isolation #764) » Thu Sep 28, 2017 11:05 pm

Post by Cheery Dog »

Realeo: 125
Shrek: 1025
Cheery: 551
Mallow: 240

Jackpot: 551
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Post Post #11314 (isolation #765) » Fri Sep 29, 2017 11:25 pm

Post by Cheery Dog »

Original Roll String: 1d165
1 165-Sided Dice: (154) = 154
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Post Post #11315 (isolation #766) » Fri Sep 29, 2017 11:26 pm

Post by Cheery Dog »

Mallow: -200
**Realeo: 600
Shrek: 101
TK: -1400
♦Cheery: 200

Jackpot: 800
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Post Post #11323 (isolation #767) » Sat Sep 30, 2017 2:34 am

Post by Cheery Dog »

Original Roll String: 1d165
1 165-Sided Dice: (85) = 85
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Post Post #11324 (isolation #768) » Sat Sep 30, 2017 2:35 am

Post by Cheery Dog »

Original Roll String: 2d165
2 165-Sided Dice: (120, 79) = 199

I think this is what it means I'm doing.
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Post Post #11325 (isolation #769) » Sat Sep 30, 2017 2:36 am

Post by Cheery Dog »

+7 for the first roll
+7 for the second roll, and another diamond.
+7*2 and +20.

Mallow: -200
Realeo: 600
Shrek: 101
TK: -275
♦♦Cheery: 248

Jackpot: 800
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Post Post #11326 (isolation #770) » Sat Sep 30, 2017 2:38 am

Post by Cheery Dog »

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: +100
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

149:
Unlucky
:(
150.
GO TO THE SCORE OF LAST PLACE

151. Express:
+100
. Now you can either roll 1d100 or stop. If you roll 1d100 and land on a space that will causes your score to decrease, RESET. If you roll a space that causes your score to stay or increase, you increase your score following the space's effect and you will get the offer to roll1d100 or stop again (and so on and so on until you stop or RESET due to bad roll)
152. Express

153: Accelerant: (Denoted by ">") Gain 3 ">" While you have this symbol, whenever you roll a die (legally), gain points equal to its die roll. After each roll lose 1 ">".
154: Insurance-Give all players a $. This blocks the next unlucky space you land on. Then gain +300
155: Portable Trick Die: Stackable, represented by "!". After any die roll (not just the initial one), you may spend 250 points and the ! to change the result by +/- 1.
156: Big Wheel - Roll a 1d20. After one "spin" you may choose to stop and claim 25x your result or respin for more points. If you go over 20 in two spins,
UNLUCKY
. If your first spin, or the combination of two spins, land exactly on 20, +1000 and a chance to do a "bonus spin", which if land on 1 or 3 you get a PROTECT, land on 20 gets an instant win (any other number in the bonus spin is worth nothing).
157: ROLL AGAIN, then ROLL AGAIN (again)
158: Russian Roulette: Roll a single die, the number of sides equal to the number of people currently playing. -1,000 for whoever it lands on.
159: RESET then roll 10d150. Gain the total.
160: For every 250 points you have, gain a
Critical Hit
.
161: Anti-Protect: The next time you would gain points (either through a reset, a positive space, or trying to steal/merge points) your score does not increase. These are stackable. (Represented by an '&' symbol.)
162:
+300

163. Cursed Doll: Gain a (┛◉Д◉)┛彡┻━┻ if no one has it or steal one if someone has it. When you own the symbol, if anyone rolled a prime number, earn a Critical Hit. If you rolled a composite number (not prime), you can either take
+100
or pass the Cursed Doll to another player. To avoid confusion, if this square is landed via a 111 (High Roller), treat this as a + 0.
164. Wicked: A space is wicked when it's orange. If you land on a wicked space, roll a die. The space where the die landed will also become wicked. In addition, you must either choose to take -50 or the Russian Roulette.

165:
GO TO 200
. Then gain a symbol no one else currently has of your choice.
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Post Post #11327 (isolation #771) » Sat Sep 30, 2017 2:38 am

Post by Cheery Dog »

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: +100
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

149:
Unlucky
:(
150.
GO TO THE SCORE OF LAST PLACE

151. Express:
+100
. Now you can either roll 1d100 or stop. If you roll 1d100 and land on a space that will causes your score to decrease, RESET. If you roll a space that causes your score to stay or increase, you increase your score following the space's effect and you will get the offer to roll1d100 or stop again (and so on and so on until you stop or RESET due to bad roll)
152. Express

153: Accelerant: (Denoted by ">") Gain 3 ">" While you have this symbol, whenever you roll a die (legally), gain points equal to its die roll. After each roll lose 1 ">".
154: Insurance-Give all players a $. This blocks the next unlucky space you land on. Then gain +300
155: Portable Trick Die: Stackable, represented by "!". After any die roll (not just the initial one), you may spend 250 points and the ! to change the result by +/- 1.
156: Big Wheel - Roll a 1d20. After one "spin" you may choose to stop and claim 25x your result or respin for more points. If you go over 20 in two spins,
UNLUCKY
. If your first spin, or the combination of two spins, land exactly on 20, +1000 and a chance to do a "bonus spin", which if land on 1 or 3 you get a PROTECT, land on 20 gets an instant win (any other number in the bonus spin is worth nothing).
157: ROLL AGAIN, then ROLL AGAIN (again)
158: Russian Roulette: Roll a single die, the number of sides equal to the number of people currently playing. -1,000 for whoever it lands on.
159: RESET then roll 10d150. Gain the total.
160: For every 250 points you have, gain a
Critical Hit
.
161: Anti-Protect: The next time you would gain points (either through a reset, a positive space, or trying to steal/merge points) your score does not increase. These are stackable. (Represented by an '&' symbol.)
162:
+300

163. Cursed Doll: Gain a (┛◉Д◉)┛彡┻━┻ if no one has it or steal one if someone has it. When you own the symbol, if anyone rolled a prime number, earn a Critical Hit. If you rolled a composite number (not prime), you can either take
+100
or pass the Cursed Doll to another player. To avoid confusion, if this square is landed via a 111 (High Roller), treat this as a + 0.
164. Wicked: A space is wicked when it's orange. If you land on a wicked space, roll a die. The space where the die landed will also become wicked. In addition, you must either choose to take -50 or the Russian Roulette.

165:
GO TO 200
. Then gain a symbol no one else currently has of your choice.
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Post Post #11365 (isolation #772) » Sat Sep 30, 2017 11:35 pm

Post by Cheery Dog »

people are jealous of my diamonds.
Original Roll String: 1d165
1 165-Sided Dice: (3) = 3
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Post Post #11366 (isolation #773) » Sat Sep 30, 2017 11:40 pm

Post by Cheery Dog »

I appear to have a nice portable trick die to turn that to 50 and jackpot. I'm also going to keep the doll. (correct me if I'm meant to actually take that increase to the jackpot - I'm assuming the doll choice takes effect after the normal stuff)

*~!Mallow: 300
!Realeo : 615
**Shrek: 965
!TK: -1075
%%%%Cheery (┛◉Д◉)┛彡┻━┻: 1112

Jackpot: 600
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Post Post #11369 (isolation #774) » Sun Oct 01, 2017 1:31 am

Post by Cheery Dog »

the more prime numbers the better.
Original Roll String: 1d165
1 165-Sided Dice: (140) = 140
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Post Post #11370 (isolation #775) » Sun Oct 01, 2017 1:33 am

Post by Cheery Dog »

4: Insurance bills - pay 10 points per $ in play


*~!Mallow: 300
!Realeo : 915
**Shrek: 965
!TK: -1075
%%%%♦♦Cheery (┛◉Д◉)┛彡┻━┻: 1226

Jackpot: 700
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Post Post #11404 (isolation #776) » Sun Oct 01, 2017 11:49 am

Post by Cheery Dog »

You've forgotten to add 166 to the list.
Original Roll String: 1d166
1 166-Sided Dice: (82) = 82
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Post Post #11405 (isolation #777) » Sun Oct 01, 2017 11:50 am

Post by Cheery Dog »

^Shrek: 50
Mallow: -1475
Cheery: 50

Jackpot: 500
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Post Post #11413 (isolation #778) » Sun Oct 01, 2017 7:52 pm

Post by Cheery Dog »

Original Roll String: 1d166
1 166-Sided Dice: (55) = 55
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Post Post #11414 (isolation #779) » Sun Oct 01, 2017 7:52 pm

Post by Cheery Dog »

Shrek: 575
Mallow: -975
Cheery: -20

Jackpot: 500
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Post Post #11479 (isolation #780) » Mon Oct 02, 2017 5:54 pm

Post by Cheery Dog »

Original Roll String: 1d166
1 166-Sided Dice: (103) = 103
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Post Post #11480 (isolation #781) » Mon Oct 02, 2017 5:55 pm

Post by Cheery Dog »

Ha, I'm last now

Shrek: -611
♣Mallow: 105
Cheery: -1420
JerryArr: -1248

Jackpot: 500
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Post Post #11486 (isolation #782) » Tue Oct 03, 2017 1:43 am

Post by Cheery Dog »

Original Roll String: 1d166
1 166-Sided Dice: (115) = 115
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Post Post #11487 (isolation #783) » Tue Oct 03, 2017 1:54 am

Post by Cheery Dog »

(Doll)Shrek: -611
♣Mallow: 105
Cheery: -1320
JerryArr: -1248

Jackpot: 600
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Post Post #11600 (isolation #784) » Wed Oct 04, 2017 5:11 pm

Post by Cheery Dog »

Original Roll String: 1d166
1 166-Sided Dice: (72) = 72
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Post Post #11601 (isolation #785) » Wed Oct 04, 2017 5:11 pm

Post by Cheery Dog »

1: +400
2: ROLL AGAIN with 1d66 and then add 100 to your die roll result and carry out the action of the space you land on.
3: +300
4: +300
5: +300
6: MERGE the player with the most points and player with the least. If there's a tie, you choose between tied players.
7: EVERYONE -500
8: Happiness and Joy-Gain 300 and give each other player +100
9: Create your own space
10: +100
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

149:
Unlucky
:(
150.
GO TO THE SCORE OF LAST PLACE

151. Express:
+100
. Now you can either roll 1d100 or stop. If you roll 1d100 and land on a space that will causes your score to decrease, RESET. If you roll a space that causes your score to stay or increase, you increase your score following the space's effect and you will get the offer to roll1d100 or stop again (and so on and so on until you stop or RESET due to bad roll)
152. Express

153: Accelerant: (Denoted by ">") Gain 3 ">" While you have this symbol, whenever you roll a die (legally), gain points equal to its die roll. After each roll lose 1 ">".
154: Insurance-Give all players a $. This blocks the next unlucky space you land on. Then gain +300
155: Portable Trick Die: Stackable, represented by "!". After any die roll (not just the initial one), you may spend 250 points and the ! to change the result by +/- 1.
156: Big Wheel - Roll a 1d20. After one "spin" you may choose to stop and claim 25x your result or respin for more points. If you go over 20 in two spins,
UNLUCKY
. If your first spin, or the combination of two spins, land exactly on 20, +1000 and a chance to do a "bonus spin", which if land on 1 or 3 you get a PROTECT, land on 20 gets an instant win (any other number in the bonus spin is worth nothing).
157: ROLL AGAIN, then ROLL AGAIN (again)
158: Russian Roulette: Roll a single die, the number of sides equal to the number of people currently playing. -1,000 for whoever it lands on.
159: RESET then roll 10d150. Gain the total.
160: For every 250 points you have, gain a
Critical Hit
.
161: Anti-Protect: The next time you would gain points (either through a reset, a positive space, or trying to steal/merge points) your score does not increase. These are stackable. (Represented by an '&' symbol.)

162:
+300

163. Cursed Doll: Gain a (┛◉Д◉)┛彡┻━┻ if no one has it or steal one if someone has it. When you own the symbol, if anyone rolled a prime number, earn a Critical Hit. If you rolled a composite number (not prime), you can either take
+100
or pass the Cursed Doll to another player. To avoid confusion, if this square is landed via a 111 (High Roller), treat this as a + 0.
164. Wicked: A space is wicked when it's orange. If you land on a wicked space, roll a die. The space where the die landed will also become wicked. In addition, you must either choose to take -50 or the Russian Roulette.

165:
GO TO 200
. Then gain a symbol no one else currently has of your choice
166: +25
Last edited by Cheery Dog on Wed Oct 04, 2017 5:40 pm, edited 1 time in total.
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Post Post #11602 (isolation #786) » Wed Oct 04, 2017 5:12 pm

Post by Cheery Dog »

Shrek: 160
#♣Mallow: 0
Cheery: 50
JerryArr: -70
Allo: 0

Jackpot: 750
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Post Post #11607 (isolation #787) » Wed Oct 04, 2017 5:41 pm

Post by Cheery Dog »

Original Roll String: 1d166
1 166-Sided Dice: (110) = 110
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Post Post #11608 (isolation #788) » Wed Oct 04, 2017 5:42 pm

Post by Cheery Dog »

Shrek: 160
#♣Mallow: -1000
Cheery: 150
JerryArr: -70
Allo: 0

Jackpot: 850
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Post Post #11836 (isolation #789) » Thu Oct 19, 2017 3:51 pm

Post by Cheery Dog »

I( can't keep up with ignoring this thread.

Original Roll String: 1d168
1 168-Sided Dice: (28) = 28
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Post Post #11837 (isolation #790) » Thu Oct 19, 2017 3:52 pm

Post by Cheery Dog »

Original Roll String: 1d168
1 168-Sided Dice: (139) = 139

x2
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Post Post #11838 (isolation #791) » Thu Oct 19, 2017 3:53 pm

Post by Cheery Dog »

I see that space has changed since the last time I recall it being interpreted.
Original Roll String: 1d168
1 168-Sided Dice: (50) = 50
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Post Post #11839 (isolation #792) » Thu Oct 19, 2017 3:54 pm

Post by Cheery Dog »

$#Mallow: -790
$Allo: 1342
$Shrek: 667
TK: 400
Cheery: 600

Jackpot: 575
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Post Post #11918 (isolation #793) » Sat Oct 28, 2017 2:31 pm

Post by Cheery Dog »

Original Roll String: 1d168
1 168-Sided Dice: (8) = 8
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Post Post #11919 (isolation #794) » Sat Oct 28, 2017 2:35 pm

Post by Cheery Dog »

~♦$Mallow: 73
♦$Allo: -400
Shrek: -1383
TK: -615
Cheery: -400
DDC: -400

Jackpot: 525
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Post Post #11942 (isolation #795) » Wed Nov 01, 2017 1:58 am

Post by Cheery Dog »

Original Roll String: 1d168
1 168-Sided Dice: (3) = 3
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Post Post #11943 (isolation #796) » Wed Nov 01, 2017 1:58 am

Post by Cheery Dog »

doubly
Original Roll String: 1d168
1 168-Sided Dice: (37) = 37
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Post Post #11944 (isolation #797) » Wed Nov 01, 2017 2:00 am

Post by Cheery Dog »

well at least I guess it does something.

♦$Mallow: 444
♦$Allo: -400
Shrek: -1883
TK: -615
Cheery: -400
DDC: -400

Jackpot: 500
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Post Post #12078 (isolation #798) » Thu Nov 16, 2017 6:01 pm

Post by Cheery Dog »

Original Roll String: 1d168
1 168-Sided Dice: (53) = 53
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Post Post #12079 (isolation #799) » Thu Nov 16, 2017 6:01 pm

Post by Cheery Dog »

^#!♣Mallow: 117
*Allo: -283
%%%#♦Shrek: 572
*TK: -713
Cheery: -510
(Doll)*DDC: -510
*Realeo: 222

Jackpot: 600
Holder of the Longest Continuous Weekly Mafiascum Post Record. 1 July 2012 - 16 Feb 2023
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