Race to 1500! (Game 109)

For completed/abandoned Mish Mash Games.
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Post Post #9525 (ISO) » Wed Sep 13, 2017 9:17 am

Post by DiplomatDC »

DiplomatDC: 391
JerryArr: 325
Realeo: 480
Cheery: 151
Mallow: 1000

Jackpot: 500
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Post Post #9526 (ISO) » Wed Sep 13, 2017 9:36 am

Post by JerryArr »

1: +400
2: Create your own space
3: Create your own space
4: Create your own space
5: Create your own space
6: Create your own space
7: Create your own space
8: Create your own space
9: Create your own space
10: +400
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
Last edited by mallowgeno on Wed Sep 13, 2017 10:31 am, edited 1 time in total.
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Post Post #9527 (ISO) » Wed Sep 13, 2017 9:37 am

Post by JerryArr »

Original Roll String: 1d153
1 153-Sided Dice: (15) = 15
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Post Post #9528 (ISO) » Wed Sep 13, 2017 9:37 am

Post by JerryArr »

DiplomatDC: 391
JerryArr: 380
Realeo: 480
Cheery: 151
Mallow: 1000

Jackpot: 500
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Post Post #9529 (ISO) » Wed Sep 13, 2017 10:09 am

Post by mallowgeno »

Original Roll String: 1d153
1 153-Sided Dice: (64) = 64
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Post Post #9530 (ISO) » Wed Sep 13, 2017 10:09 am

Post by mallowgeno »

DiplomatDC: 391
JerryArr: 380
Realeo: 480
Cheery: 151
Mallow: 1400

Jackpot: 500
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Post Post #9531 (ISO) » Wed Sep 13, 2017 10:16 am

Post by JerryArr »

Original Roll String: 1d153
1 153-Sided Dice: (70) = 70
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Post Post #9532 (ISO) » Wed Sep 13, 2017 10:16 am

Post by JerryArr »

DiplomatDC: 391
JerryArr: 480
Realeo: 480
Cheery: 151
Mallow: 1400

Jackpot: 500
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Post Post #9533 (ISO) » Wed Sep 13, 2017 10:27 am

Post by mallowgeno »

Original Roll String: 1d153
1 153-Sided Dice: (124) = 124
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Post Post #9534 (ISO) » Wed Sep 13, 2017 10:28 am

Post by mallowgeno »

Original Roll String: 1d20
1 20-Sided Dice: (15) = 15
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Post Post #9535 (ISO) » Wed Sep 13, 2017 10:28 am

Post by mallowgeno »

VICTORY

DiplomatDC: 391
JerryArr: 480
Realeo: 480
Cheery: 151
Mallow: 1500

Jackpot: 500
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Post Post #9536 (ISO) » Wed Sep 13, 2017 10:29 am

Post by mallowgeno »

154: Insurance-Give all players a $. This blocks the next unlucky space you land on. Then gain +300
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Post Post #9537 (ISO) » Wed Sep 13, 2017 10:30 am

Post by mallowgeno »

Original Roll String: 1d154
1 154-Sided Dice: (20) = 20
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Post Post #9538 (ISO) » Wed Sep 13, 2017 10:30 am

Post by mallowgeno »

$ Mallow: 300
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Post Post #9539 (ISO) » Wed Sep 13, 2017 10:56 am

Post by JerryArr »

Original Roll String: 1d154
1 154-Sided Dice: (52) = 52
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Post Post #9540 (ISO) » Wed Sep 13, 2017 10:57 am

Post by JerryArr »

Technically Mallow's in last sooooo...

$Mallow: 300
JerryArr: 300

Jackpot: 500
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Post Post #9541 (ISO) » Wed Sep 13, 2017 1:09 pm

Post by Allomancer »

Original Roll String: 1d154
1 154-Sided Dice: (76) = 76
"Who the fuck counts in Babylonian? I'm impressed sir. So impressed that I'm going to ruin your counting."—
xofelf

"This might be the worst hydra I've seen in all of mafiascum history."—
T-bone

"idk, you don't feel like an easy mislynch"—
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Post Post #9542 (ISO) » Wed Sep 13, 2017 1:09 pm

Post by Allomancer »

Original Roll String: 1d7
1 7-Sided Dice: (7) = 7
"Who the fuck counts in Babylonian? I'm impressed sir. So impressed that I'm going to ruin your counting."—
xofelf

"This might be the worst hydra I've seen in all of mafiascum history."—
T-bone

"idk, you don't feel like an easy mislynch"—
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Post Post #9543 (ISO) » Wed Sep 13, 2017 1:09 pm

Post by Allomancer »

$Mallow: 300
JerryArr: 300
Allo: -100

Jackpot: 400
"Who the fuck counts in Babylonian? I'm impressed sir. So impressed that I'm going to ruin your counting."—
xofelf

"This might be the worst hydra I've seen in all of mafiascum history."—
T-bone

"idk, you don't feel like an easy mislynch"—
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Post Post #9544 (ISO) » Wed Sep 13, 2017 1:55 pm

Post by Realeo »

My lowest score - 9757
Original Roll String: 1d154
1 154-Sided Dice: (39) = 39
"The debate on whether short multi postings or a long wall of post is good or not is like a debate on gun control--we would never understand each other and we have to make peace with it." -Realeo

I'm mabye a serious player, but I'm capable of joke. Ok?
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Post Post #9545 (ISO) » Wed Sep 13, 2017 1:55 pm

Post by Realeo »

$Mallow: 300
JerryArr: 300
Allo: -100
Realeo: -210

Jackpot: 400
"The debate on whether short multi postings or a long wall of post is good or not is like a debate on gun control--we would never understand each other and we have to make peace with it." -Realeo

I'm mabye a serious player, but I'm capable of joke. Ok?
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Post Post #9546 (ISO) » Wed Sep 13, 2017 2:32 pm

Post by JerryArr »

Original Roll String: 1d154
1 154-Sided Dice: (40) = 40
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Post Post #9547 (ISO) » Wed Sep 13, 2017 2:32 pm

Post by JerryArr »

$Mallow: 300
JerryArr: 97
Allo: -100
Realeo: -210

Jackpot: 400
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Post Post #9548 (ISO) » Wed Sep 13, 2017 2:38 pm

Post by Realeo »

Original Roll String: 1d154
1 154-Sided Dice: (4) = 4
"The debate on whether short multi postings or a long wall of post is good or not is like a debate on gun control--we would never understand each other and we have to make peace with it." -Realeo

I'm mabye a serious player, but I'm capable of joke. Ok?
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Post Post #9549 (ISO) » Wed Sep 13, 2017 2:38 pm

Post by Realeo »

$Mallow: 50
JerryArr: 97
Allo: -100
Realeo: 40

Jackpot: 400
"The debate on whether short multi postings or a long wall of post is good or not is like a debate on gun control--we would never understand each other and we have to make peace with it." -Realeo

I'm mabye a serious player, but I'm capable of joke. Ok?
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