Race to 1500! (Game 109)

For completed/abandoned Mish Mash Games.
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Post Post #10275 (ISO) » Mon Sep 18, 2017 5:59 pm

Post by Shrek »

Original Roll String: 1d157
1 157-Sided Dice: (60) = 60
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Post Post #10276 (ISO) » Mon Sep 18, 2017 6:00 pm

Post by Shrek »

^$♣# DDC: 195
%^$Allomancer: 420
^$TK: 195
#$Shrek: 550
Mallow: 133
%^$JerryArr: 445
%$Realeo: 420
%Cheery: 420

Jackpot: 600
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Post Post #10277 (ISO) » Mon Sep 18, 2017 6:22 pm

Post by DiplomatDC »

Original Roll String: 1d157
1 157-Sided Dice: (136) = 136


>_< im sowwy shrek
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Post Post #10278 (ISO) » Mon Sep 18, 2017 6:26 pm

Post by DiplomatDC »

1: +400
2: UNLUCKY :(, then negate your score unless you used a $ on the Unlucky.
3: EVERYONE RESET
4: 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.
5: Create your own space
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
7: Create your own space
8: Create your own space
9: Create your own space
10: Roll again. If you hit a positive space, the player in last place also gets the effect.
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.
157: ROLL AGAIN, then ROLL AGAIN (again)
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Post Post #10279 (ISO) » Mon Sep 18, 2017 6:27 pm

Post by DiplomatDC »

^$♣# DDC: 200
%^$Allomancer: 420
^$TK: 195
#$Shrek: 550
Mallow: 133
%^$JerryArr: 445
%$Realeo: 420
%Cheery: 420

Jackpot: 600
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Post Post #10280 (ISO) » Mon Sep 18, 2017 6:50 pm

Post by Realeo »

Original Roll String: 1d157
1 157-Sided Dice: (140) = 140
"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

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Post Post #10281 (ISO) » Mon Sep 18, 2017 6:50 pm

Post by Realeo »

ROLL AGAIN (X2)

Original Roll String: 1d157
1 157-Sided Dice: (15) = 15
"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

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Post Post #10282 (ISO) » Mon Sep 18, 2017 6:50 pm

Post by Realeo »

^$♣# DDC: 200
%^$Allomancer: 420
^$TK: 195
#$Shrek: 550
Mallow: 133
%^$JerryArr: 445
%$Realeo: 1090
%Cheery: 420

Jackpot: 600
"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 #10283 (ISO) » Mon Sep 18, 2017 7:07 pm

Post by DiplomatDC »

Original Roll String: 1d157
1 157-Sided Dice: (113) = 113
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Post Post #10284 (ISO) » Mon Sep 18, 2017 7:07 pm

Post by DiplomatDC »

^$♣# DDC: 225
%^$Allomancer: 420
^$TK: 195
#$Shrek: 550
Mallow: 133
%^$JerryArr: 445
%$Realeo: 1090
%Cheery: 420

Jackpot: 600
De Mol failed. Genius
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Post Post #10285 (ISO) » Mon Sep 18, 2017 7:17 pm

Post by JerryArr »

Original Roll String: 1d157
1 157-Sided Dice: (5) = 5
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Post Post #10286 (ISO) » Mon Sep 18, 2017 7:18 pm

Post by JerryArr »

I'm down

^$♣# DDC: 225
%^$Allomancer: 420
^$TK: 195
#$Shrek: 550
Mallow: 133
%^$JerryArr: 1045
%$Realeo: 1090
%Cheery: 420

Jackpot: 500
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Post Post #10287 (ISO) » Mon Sep 18, 2017 11:42 pm

Post by Tatsuya Kaname »

Original Roll String: 1d157
1 157-Sided Dice: (84) = 84
Embark the journey to life-changing fortune in Para{dice} Trinity: The Quest for Spirits' Fortune, a luck-based casual arcade Mish Mash game by Tatsuya Kaname!

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Post Post #10288 (ISO) » Mon Sep 18, 2017 11:43 pm

Post by Tatsuya Kaname »

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

Jackpot: 500
Embark the journey to life-changing fortune in Para{dice} Trinity: The Quest for Spirits' Fortune, a luck-based casual arcade Mish Mash game by Tatsuya Kaname!

Yes. Making too many hoods is moderator suicide. -Enter
I want to shoot this post in the face with a flamethrower. - zakk
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Post Post #10289 (ISO) » Tue Sep 19, 2017 12:00 am

Post by DiplomatDC »

Original Roll String: 1d157
1 157-Sided Dice: (106) = 106
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Post Post #10290 (ISO) » Tue Sep 19, 2017 12:01 am

Post by DiplomatDC »

Original Roll String: 1d157
1 157-Sided Dice: (21) = 21
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Post Post #10291 (ISO) » Tue Sep 19, 2017 12:05 am

Post by DiplomatDC »

4->5

5: Inversion Trance: Roll Again (-1)
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Post Post #10292 (ISO) » Tue Sep 19, 2017 12:11 am

Post by Cheery Dog »

Original Roll String: 1d157
1 157-Sided Dice: (26) = 26
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 #10293 (ISO) » 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
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 #10294 (ISO) » Tue Sep 19, 2017 12:19 am

Post by DiplomatDC »

Original Roll String: 1d157
1 157-Sided Dice: (124) = 124
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Post Post #10295 (ISO) » Tue Sep 19, 2017 12:20 am

Post by DiplomatDC »

Original Roll String: 1d157
1 157-Sided Dice: (118) = 118
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Post Post #10296 (ISO) » Tue Sep 19, 2017 12:22 am

Post by DiplomatDC »

^$♣# DDC: 895
%^$Allomancer: 420
^$TK: 220
#$Shrek: 550
Mallow: 133
%^$JerryArr: 1045
%$Realeo: 1090
Cheery: 360

Jackpot: 500
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Post Post #10297 (ISO) » Tue Sep 19, 2017 12:50 am

Post by Allomancer »

Original Roll String: 1d157
1 157-Sided Dice: (24) = 24
"Who the fuck counts in Babylonian? I'm impressed sir. So impressed that I'm going to ruin your counting."—
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T-bone

"idk, you don't feel like an easy mislynch"—
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Post Post #10298 (ISO) » Tue Sep 19, 2017 12:51 am

Post by Allomancer »

^$♣# DDC: 895
^$Allomancer: 420
^$TK: 220
#$Shrek: 550
Mallow: 133
%^$JerryArr: 1045
%$Realeo: 1090
Cheery: 360

Jackpot: 500
"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 #10299 (ISO) » Tue Sep 19, 2017 1:28 am

Post by Realeo »

Original Roll String: 1d157
1 157-Sided Dice: (18) = 18
"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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