Race to 1500! (Game 109)

For completed/abandoned Mish Mash Games.
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Post Post #9391 (isolation #2200) » Tue Sep 12, 2017 12:23 pm

Post by mallowgeno »

Thanks Cheery :P

Original Roll String: 1d151
1 151-Sided Dice: (69) = 69
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Post Post #9392 (isolation #2201) » Tue Sep 12, 2017 12:23 pm

Post by mallowgeno »

Realeo: 0
Cheery: 250
Allo: 0
Mallow: 360
DiplomatDC: 0
TK: 0
^JerryArr: 0

Jackpot: 750
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Post Post #9426 (isolation #2202) » Tue Sep 12, 2017 4:00 pm

Post by mallowgeno »

1: +400
2: Surge: Multiply your score by 5. If this effect brings your score to exceed 1500, take modulo 1500 of your score instead (you cannot win from this effect).
3: Insurance-Give all players a $. This blocks the next unlucky space you land on. Then gain +300
4: Leprechaun: Whenever you roll a die, add 1 to the Jackpot. For the rest of the game, the Jackpot does not reset if you land on the Jackpot or Unlucky spaces.
5: Create your own space
6: RESET then
+250

7: Create your own space
8: Siphon: Remove ALL symbols. Gain: +50 for each Protect, Positive, or Wide Guard symbol, +150 for each Super Protect symbol, -100 for each Cripple or Critical Hit Symbol, +77 for each Diamond Symbol, + (Jackpot amount) for each Lucky Start Symbol. If a Lucky Start Symbol is removed this way, reset the Jackpot.
9: RESET if you're negative, otherwise -100
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)
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Post Post #9427 (isolation #2203) » Tue Sep 12, 2017 4:00 pm

Post by mallowgeno »

Original Roll String: 1d151
1 151-Sided Dice: (11) = 11
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Post Post #9428 (isolation #2204) » Tue Sep 12, 2017 4:01 pm

Post by mallowgeno »

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

Jackpot: 815
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Post Post #9447 (isolation #2205) » Tue Sep 12, 2017 4:50 pm

Post by mallowgeno »

Original Roll String: 1d151
1 151-Sided Dice: (65) = 65
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Post Post #9448 (isolation #2206) » Tue Sep 12, 2017 4:50 pm

Post by mallowgeno »

+Realeo: 1295
+Cheery: 100
+Allo: 20
+Mallow: 750
DiplomatDC: 930
+TK: 20
JerryArr: 15

Jackpot: 500
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Post Post #9451 (isolation #2207) » Tue Sep 12, 2017 4:57 pm

Post by mallowgeno »

1: +400
2: Surge: Multiply your score by 5. If this effect brings your score to exceed 1500, take modulo 1500 of your score instead (you cannot win from this effect).
3: Insurance-Give all players a $. This blocks the next unlucky space you land on. Then gain +300
4: Leprechaun: Whenever you roll a die, add 1 to the Jackpot. For the rest of the game, the Jackpot does not reset if you land on the Jackpot or Unlucky spaces.
5: Create your own space
6: RESET then
+250

7: Create your own space
8: Siphon: Remove ALL symbols. Gain: +50 for each Protect, Positive, or Wide Guard symbol, +150 for each Super Protect symbol, -100 for each Cripple or Critical Hit Symbol, +77 for each Diamond Symbol, + (Jackpot amount) for each Lucky Start Symbol. If a Lucky Start Symbol is removed this way, reset the Jackpot.
9: RESET if you're negative, otherwise -100
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)
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Post Post #9452 (isolation #2208) » Tue Sep 12, 2017 4:57 pm

Post by mallowgeno »

Original Roll String: 1d151
1 151-Sided Dice: (117) = 117
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Post Post #9453 (isolation #2209) » Tue Sep 12, 2017 4:57 pm

Post by mallowgeno »

+Realeo: 1295
+Cheery: 100
+Allo: 20
+Mallow: 550
DiplomatDC: 1295
+TK: 20
JerryArr: 15

Jackpot: 500
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Post Post #9456 (isolation #2210) » Tue Sep 12, 2017 5:03 pm

Post by mallowgeno »

Original Roll String: 1d151
1 151-Sided Dice: (127) = 127
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Post Post #9457 (isolation #2211) » Tue Sep 12, 2017 5:04 pm

Post by mallowgeno »

+Realeo: 1385
+Cheery: 100
+Allo: 20
+Mallow: 620
DiplomatDC: 1295
+TK: 20
JerryArr: 15

Jackpot: 500
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Post Post #9502 (isolation #2212) » Wed Sep 13, 2017 1:07 am

Post by mallowgeno »

@Realeo, what was the lowest score you had a couple games ago?

Original Roll String: 1d153
1 153-Sided Dice: (110) = 110
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Post Post #9503 (isolation #2213) » Wed Sep 13, 2017 1:10 am

Post by mallowgeno »

In post 9468, DiplomatDC wrote:Accelerant: (Denoted by ">") While you have this symbol, gain points equal to every legal die roll you make whenever you roll a die.
Tweaking this to be lost when you RESET
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Post Post #9504 (isolation #2214) » Wed Sep 13, 2017 1:10 am

Post by mallowgeno »

1: +400
2: Surge: Multiply your score by 5. If this effect brings your score to exceed 1500, take modulo 1500 of your score instead (you cannot win from this effect).
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
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Post Post #9505 (isolation #2215) » Wed Sep 13, 2017 1:10 am

Post by mallowgeno »

DiplomatDC: 151
JerryArr: 135
Realeo: 480
Cheery: 151
Mallow: -300

Jackpot: 300
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Post Post #9508 (isolation #2216) » Wed Sep 13, 2017 5:49 am

Post by mallowgeno »

Fixed it

Original Roll String: 1d151
1 151-Sided Dice: (49) = 49
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Post Post #9509 (isolation #2217) » Wed Sep 13, 2017 5:50 am

Post by mallowgeno »

DiplomatDC: 151
JerryArr: 135
Realeo: 480
Cheery: 151
Mallow: 0

Jackpot: 500
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Post Post #9512 (isolation #2218) » Wed Sep 13, 2017 7:19 am

Post by mallowgeno »

Original Roll String: 1d151
1 151-Sided Dice: (108) = 108
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Post Post #9513 (isolation #2219) » Wed Sep 13, 2017 7:20 am

Post by mallowgeno »

DiplomatDC: 151
JerryArr: 235
Realeo: 480
Cheery: 151
Mallow: 0

Jackpot: 500
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Post Post #9517 (isolation #2220) » Wed Sep 13, 2017 8:15 am

Post by mallowgeno »

Original Roll String: 1d153
1 153-Sided Dice: (102) = 102
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Post Post #9518 (isolation #2221) » Wed Sep 13, 2017 8:16 am

Post by mallowgeno »

DiplomatDC: 91
JerryArr: 235
Realeo: 480
Cheery: 151
Mallow: 0

Jackpot: 500
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Post Post #9521 (isolation #2222) » Wed Sep 13, 2017 8:47 am

Post by mallowgeno »

Original Roll String: 1d153
1 153-Sided Dice: (92) = 92
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Post Post #9522 (isolation #2223) » Wed Sep 13, 2017 8:47 am

Post by mallowgeno »

Original Roll String: 1d153
1 153-Sided Dice: (21) = 21
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Post Post #9523 (isolation #2224) » Wed Sep 13, 2017 8:48 am

Post by mallowgeno »

:D

DiplomatDC: 91
JerryArr: 325
Realeo: 480
Cheery: 151
Mallow: 1000

Jackpot: 500
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Post Post #9529 (isolation #2225) » 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 (isolation #2226) » 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 #9533 (isolation #2227) » 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 (isolation #2228) » 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 (isolation #2229) » 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 (isolation #2230) » 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 (isolation #2231) » 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 (isolation #2232) » Wed Sep 13, 2017 10:30 am

Post by mallowgeno »

$ Mallow: 300
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Post Post #9550 (isolation #2233) » Wed Sep 13, 2017 3:20 pm

Post by mallowgeno »

Original Roll String: 1d154
1 154-Sided Dice: (61) = 61
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Post Post #9551 (isolation #2234) » Wed Sep 13, 2017 3:21 pm

Post by mallowgeno »

$Mallow: 25
JerryArr: 97
Allo: -100
Realeo: 40

Jackpot: 400
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Post Post #9552 (isolation #2235) » Wed Sep 13, 2017 3:21 pm

Post by mallowgeno »

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
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Post Post #9619 (isolation #2236) » Thu Sep 14, 2017 12:54 am

Post by mallowgeno »

In post 9614, Realeo wrote:8.
EVERYONE GO To 1499
This one is too much, that would almost guarantee in someone winning the next roll. Please change this Realeo :D
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Post Post #9620 (isolation #2237) » Thu Sep 14, 2017 4:07 am

Post by mallowgeno »

Original Roll String: 1d154
1 154-Sided Dice: (117) = 117
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Post Post #9621 (isolation #2238) » Thu Sep 14, 2017 4:07 am

Post by mallowgeno »

$Mallow: 210
JerryArr: 520
Allo: 420
Realeo: 780
DiplomatDC: 375
♣TK: 490
Allo: -400

Jackpot: 500
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Post Post #9623 (isolation #2239) » Thu Sep 14, 2017 4:59 am

Post by mallowgeno »

all you gotta do is roll a d154!

Once you roll, copy the previous score card shown and adjust it and the jackpot with any changes. Then you must wait till someone else rolls before you can roll again.
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Post Post #9625 (isolation #2240) » Thu Sep 14, 2017 5:01 am

Post by mallowgeno »

Yup go for it
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Post Post #9626 (isolation #2241) » Thu Sep 14, 2017 5:01 am

Post by mallowgeno »

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: Prime Attack: Get a
£
. If you roll a prime number while holding the sign, -137. If you roll a composite number, you can either pass the sign to another player or +137.
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 Thu Sep 14, 2017 5:44 am, edited 3 times in total.
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Post Post #9632 (isolation #2242) » Thu Sep 14, 2017 5:45 am

Post by mallowgeno »

Original Roll String: 1d154
1 154-Sided Dice: (82) = 82


If you have any questions about spaces just ask and I can clarify (or someone else can I'm sure)
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Post Post #9633 (isolation #2243) » Thu Sep 14, 2017 5:46 am

Post by mallowgeno »

$Mallow: 205
JerryArr: 520
Allo: 420
Realeo: 0
DiplomatDC: 375
♣TK: 490
Allo: -400
Shrek: 25

Jackpot: 500
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Post Post #9638 (isolation #2244) » Thu Sep 14, 2017 6:08 am

Post by mallowgeno »

In post 9636, Realeo wrote:
In post 9632, mallowgeno wrote:If you have any questions about spaces just ask and I can clarify (or someone else can I'm sure)
Are you implying that people don't know what is prime number?


Original Roll String: 1d154 (STATIC)
1 154-Sided Dice: (103) = 103
lol that was directed at Shrek
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Post Post #9639 (isolation #2245) » Thu Sep 14, 2017 6:08 am

Post by mallowgeno »

Original Roll String: 1d154
1 154-Sided Dice: (135) = 135
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Post Post #9640 (isolation #2246) » Thu Sep 14, 2017 6:09 am

Post by mallowgeno »

$Mallow: 280
JerryArr: 520
Allo: 420
# Realeo: 0
#DiplomatDC: 375
♣TK: 490
Allo: -400
Shrek: 25

Jackpot: 500
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Post Post #9643 (isolation #2247) » Thu Sep 14, 2017 7:51 am

Post by mallowgeno »

Original Roll String: 1d154
1 154-Sided Dice: (126) = 126
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Post Post #9644 (isolation #2248) » Thu Sep 14, 2017 7:51 am

Post by mallowgeno »

$Mallow: 300
JerryArr: 520
Allo: 420
# Realeo: 0
#DiplomatDC: 375
♣TK: 490
Allo: -400
Shrek: -165

Jackpot: 500
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Post Post #9647 (isolation #2249) » Thu Sep 14, 2017 8:24 am

Post by mallowgeno »

Original Roll String: 1d154
1 154-Sided Dice: (110) = 110
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Post Post #9648 (isolation #2250) » Thu Sep 14, 2017 8:25 am

Post by mallowgeno »

$Mallow: 125
JerryArr: 520
Allo: 420
# Realeo: 0
#DiplomatDC: 375
♣TK: 490
Allo: -215
Shrek: -165

Jackpot: 500
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Post Post #9658 (isolation #2251) » Thu Sep 14, 2017 8:43 am

Post by mallowgeno »

Original Roll String: 1d154
1 154-Sided Dice: (71) = 71
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Post Post #9659 (isolation #2252) » Thu Sep 14, 2017 8:43 am

Post by mallowgeno »

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: Prime Attack: Get a
£
. If you roll a prime number while holding the sign, -137. If you roll a composite number, you can either pass the sign to another player or +137.
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
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Post Post #9660 (isolation #2253) » Thu Sep 14, 2017 8:44 am

Post by mallowgeno »

$Mallow: 130
JerryArr: 520
Allo: 420
# Realeo: 0
#DiplomatDC: 375
♣TK: 490
Allo: 146
Shrek: 520

Jackpot: 600
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Post Post #9663 (isolation #2254) » Thu Sep 14, 2017 8:52 am

Post by mallowgeno »

Original Roll String: 1d154
1 154-Sided Dice: (31) = 31
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Post Post #9664 (isolation #2255) » Thu Sep 14, 2017 8:53 am

Post by mallowgeno »

$Mallow: -370
JerryArr: 520
Allo: 420
# Realeo: 0
#DiplomatDC: 375
♣TK: 490
Allo: 146
Shrek: 220

Jackpot: 600
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Post Post #9729 (isolation #2256) » Thu Sep 14, 2017 5:03 pm

Post by mallowgeno »

Please make sure to add the chart on the new pages pls :)
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Post Post #9733 (isolation #2257) » Thu Sep 14, 2017 5:08 pm

Post by mallowgeno »

I will find Realeo's lowest score point at some point too to update the OP

Original Roll String: 1d155
1 155-Sided Dice: (26) = 26
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Post Post #9734 (isolation #2258) » Thu Sep 14, 2017 5:09 pm

Post by mallowgeno »

JerryArr: 600
^Cheery: 100
Shrek: 410
Realeo: 90
*TK: 800
DDC: 290
Mallow: 0

Jackpot: 650
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Post Post #9771 (isolation #2259) » Fri Sep 15, 2017 1:24 am

Post by mallowgeno »

Original Roll String: 1d155
1 155-Sided Dice: (25) = 25
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Post Post #9772 (isolation #2260) » Fri Sep 15, 2017 1:25 am

Post by mallowgeno »

JerryArr: 200
Cheery: -490
Shrek: -289
Realeo: -367
TK: 751
DDC: -378
Mallow: -150

Jackpot: 850
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Post Post #9775 (isolation #2261) » Fri Sep 15, 2017 2:05 am

Post by mallowgeno »

Grats TK :D
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Post Post #9776 (isolation #2262) » Fri Sep 15, 2017 2:15 am

Post by mallowgeno »

Please choose your new space Tatsuya Kaname
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Post Post #9781 (isolation #2263) » Fri Sep 15, 2017 2:38 am

Post by mallowgeno »

Technically that would only be you since you are the only one who rolled in the game so far so enjoy that advantage :P

Original Roll String: 1d156
1 156-Sided Dice: (125) = 125
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Post Post #9782 (isolation #2264) » Fri Sep 15, 2017 2:38 am

Post by mallowgeno »

>TK: 0
Mallow: 90

Jackpot: 500
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Post Post #9790 (isolation #2265) » Fri Sep 15, 2017 4:01 am

Post by mallowgeno »

Original Roll String: 1d156
1 156-Sided Dice: (40) = 40
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Post Post #9791 (isolation #2266) » Fri Sep 15, 2017 4:02 am

Post by mallowgeno »

>TK: 420
Mallow: 425
Shrek: 720
DDC: 420

Jackpot: 500
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Post Post #9795 (isolation #2267) » Fri Sep 15, 2017 4:06 am

Post by mallowgeno »

Original Roll String: 1d156
1 156-Sided Dice: (64) = 64
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Post Post #9796 (isolation #2268) » Fri Sep 15, 2017 4:06 am

Post by mallowgeno »

>TK: 420
Mallow: 705
Shrek: 1120
DDC: 420

Jackpot: 500
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Post Post #9800 (isolation #2269) » Fri Sep 15, 2017 4:12 am

Post by mallowgeno »

Original Roll String: 1d156
1 156-Sided Dice: (78) = 78


What if you're negative Shrek?
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Post Post #9801 (isolation #2270) » Fri Sep 15, 2017 4:12 am

Post by mallowgeno »

1: +400
2: Create your own space
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.
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Post Post #9802 (isolation #2271) » Fri Sep 15, 2017 4:13 am

Post by mallowgeno »

>TK: 420
Mallow: 805
Shrek: 1120
DDC: 420

Jackpot: 500
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Post Post #9806 (isolation #2272) » Fri Sep 15, 2017 4:43 am

Post by mallowgeno »

Original Roll String: 1d156
1 156-Sided Dice: (92) = 92
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Post Post #9807 (isolation #2273) » Fri Sep 15, 2017 4:44 am

Post by mallowgeno »

%>TK: 420
Mallow: 543
Shrek: 1270
%DDC: 420

Jackpot: 500
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Post Post #9818 (isolation #2274) » Fri Sep 15, 2017 7:03 am

Post by mallowgeno »

Original Roll String: 1d156
1 156-Sided Dice: (56) = 56
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Post Post #9819 (isolation #2275) » Fri Sep 15, 2017 7:03 am

Post by mallowgeno »

OUCH

%>TK: 420
Mallow: 43
Shrek: 1210
%DDC: 500
Realeo: -5

Jackpot: 445
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Post Post #9824 (isolation #2276) » Fri Sep 15, 2017 8:31 am

Post by mallowgeno »

If you lose points, it's whatever you lost * 1.5. You were at 500 but lost 66 due to the merger. Therefore you lose an additional 33

^%>TK: 434
^Mallow: 434
^Shrek: 434
^DDC: 401
^Realeo: 434

Jackpot: 445
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Post Post #9825 (isolation #2277) » Fri Sep 15, 2017 8:32 am

Post by mallowgeno »

Original Roll String: 1d156
1 156-Sided Dice: (30) = 30
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Post Post #9826 (isolation #2278) » Fri Sep 15, 2017 8:32 am

Post by mallowgeno »

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.
Last edited by mallowgeno on Fri Sep 15, 2017 8:56 am, edited 1 time in total.
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Post Post #9827 (isolation #2279) » Fri Sep 15, 2017 8:33 am

Post by mallowgeno »

^%>TK: 434
^Mallow: 217
^Shrek: 434
^DDC: 401
^Realeo: 434

Jackpot: 300
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Post Post #9845 (isolation #2280) » Fri Sep 15, 2017 10:51 am

Post by mallowgeno »

Original Roll String: 1d156
1 156-Sided Dice: (57) = 57
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Post Post #9846 (isolation #2281) » Fri Sep 15, 2017 10:51 am

Post by mallowgeno »

^%>TK: 434
^Mallow: 17
Shrek: 264
^DDC: 321
^Realeo: 434
Allo: -55
JerryArr: 0

Jackpot: 300
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Post Post #9853 (isolation #2282) » Fri Sep 15, 2017 2:56 pm

Post by mallowgeno »

Original Roll String: 1d156
1 156-Sided Dice: (1) = 1
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Post Post #9854 (isolation #2283) » Fri Sep 15, 2017 2:56 pm

Post by mallowgeno »

Original Roll String: 1d156
1 156-Sided Dice: (70) = 70
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Post Post #9855 (isolation #2284) » Fri Sep 15, 2017 2:57 pm

Post by mallowgeno »

^%>TK: 434
^Mallow: -283
Shrek: 354
^DDC: 321
^Realeo: 434
Allo: -55
JerryArr: 0
Cheery: 600

Jackpot: 300
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Post Post #9883 (isolation #2285) » Sat Sep 16, 2017 5:49 am

Post by mallowgeno »

Original Roll String: 1d156
1 156-Sided Dice: (131) = 131
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Post Post #9884 (isolation #2286) » Sat Sep 16, 2017 5:49 am

Post by mallowgeno »

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.
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Post Post #9885 (isolation #2287) » Sat Sep 16, 2017 5:49 am

Post by mallowgeno »

^>TK: 880
^Mallow: -273
Shrek: 179
DDC: 351
^Realeo: 469
Allo: -55
JerryArr: -175
Cheery: 327

Jackpot: 400
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Post Post #9900 (isolation #2288) » Sat Sep 16, 2017 7:30 am

Post by mallowgeno »

Original Roll String: 1d156
1 156-Sided Dice: (127) = 127
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Post Post #9901 (isolation #2289) » Sat Sep 16, 2017 7:31 am

Post by mallowgeno »

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.
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Post Post #9902 (isolation #2290) » Sat Sep 16, 2017 7:32 am

Post by mallowgeno »

Why not go into more debt?

^>TK: 742
^^♦*#Mallow: -653
Shrek: -138
^DDC: 551
^Realeo: 469
Allo: -355
JerryArr: -175
Cheery: 327

Jackpot: 400
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Post Post #9906 (isolation #2291) » Sat Sep 16, 2017 7:47 am

Post by mallowgeno »

^>TK: 811
^^♦*#Mallow: -584
Shrek: 0
^DDC: 689
^Realeo: 607
Allo: -286
JerryArr: -106
Cheery: 396

Jackpot: 400
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Post Post #9908 (isolation #2292) » Sat Sep 16, 2017 8:09 am

Post by mallowgeno »

Original Roll String: 1d156
1 156-Sided Dice: (38) = 38
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Post Post #9909 (isolation #2293) » Sat Sep 16, 2017 8:10 am

Post by mallowgeno »

^>TK: 811
^^♦*#Mallow: -92
Shrek: 0
^DDC: 689
^Realeo: 607
Allo: -286
JerryArr: -106
Cheery: 396

Jackpot: 300
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Post Post #9974 (isolation #2294) » Sun Sep 17, 2017 9:32 am

Post by mallowgeno »

Original Roll String: 1d156
1 156-Sided Dice: (19) = 19
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Post Post #9975 (isolation #2295) » Sun Sep 17, 2017 9:33 am

Post by mallowgeno »

Giving 50 to TK

TK: 54
^^^#Mallow: 100
Shrek: 395
^DDC: 1185
Realeo: 550
Allo: 350
^JerryArr: 110
Cheery: 325

Jackpot: 550
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Post Post #9977 (isolation #2296) » Sun Sep 17, 2017 10:32 am

Post by mallowgeno »

How do you mean? I lost half my score (absorbed by protect) and then I gave 50 to TK
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Post Post #9978 (isolation #2297) » Sun Sep 17, 2017 10:32 am

Post by mallowgeno »

1: +400
2: Halve your score and give what you lost to a person of your choosing.
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: Pick a person of your choosing to lose all of their symbols.
8: Create your own space
9:
UNLUCKY :(

10: OCD: Round up your score to the nearest power of ten.
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 #10009 (isolation #2298) » Sun Sep 17, 2017 3:13 pm

Post by mallowgeno »

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

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

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

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

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

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

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

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

59: +335
60: STEAL 250
61:
PROTECT

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

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

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

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

101:
PROTECT

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

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

105: +5 if your score is odd. Halve it if it's even. Additionally, take the halved amount away from the jackpot.
106: Roll again. -300 if the result of this roll is a +# space, +300 if not. 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.
157: ROLL AGAIN, then ROLL AGAIN (again)
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Post Post #10010 (isolation #2299) » Sun Sep 17, 2017 3:16 pm

Post by mallowgeno »

pls make sure you guys are posting the list above at the top of new pages

thanks :D
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Post Post #10012 (isolation #2300) » Sun Sep 17, 2017 4:11 pm

Post by mallowgeno »

Original Roll String: 1d157
1 157-Sided Dice: (4) = 4
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Post Post #10013 (isolation #2301) » Sun Sep 17, 2017 4:11 pm

Post by mallowgeno »

DDC: 345
Allomancer: 420
TK: 100
Shrek: 855
Mallow: -75

Jackpot: 500
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Post Post #10051 (isolation #2302) » Mon Sep 18, 2017 3:08 am

Post by mallowgeno »

1: +400
2:
UNLUCKY
:(, then negate your score unless you used a $ on the Unlucky.
3: Create your own space
4: Create your own space
5: Create your own space
6: Create your own space
7: Create your own space
8: Create your own space
9: Create your own space
10: Create your own space
11:
-200

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

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

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

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

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

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

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

59: +335
60: STEAL 250
61:
PROTECT

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

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

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

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

101:
PROTECT

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

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

105: +5 if your score is odd. Halve it if it's even. Additionally, take the halved amount away from the jackpot.
106: Roll again. -300 if the result of this roll is a +# space, +300 if not. 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[/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.
157: ROLL AGAIN, then ROLL AGAIN (again)
Last edited by mallowgeno on Mon Sep 18, 2017 3:22 am, edited 1 time in total.
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Post Post #10052 (isolation #2303) » Mon Sep 18, 2017 3:09 am

Post by mallowgeno »

Original Roll String: 1d157
1 157-Sided Dice: (72) = 72
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Post Post #10053 (isolation #2304) » Mon Sep 18, 2017 3:09 am

Post by mallowgeno »

DDC: 795
$Allomancer: 420
$TK: 101
$Shrek: 715
$Mallow: -575
JerryArr: -53
Realeo: 0

Jackpot: 695
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Post Post #10056 (isolation #2305) » Mon Sep 18, 2017 3:17 am

Post by mallowgeno »

Everybody's :/

Original Roll String: 1d157
1 157-Sided Dice: (76) = 76
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Post Post #10057 (isolation #2306) » Mon Sep 18, 2017 3:18 am

Post by mallowgeno »

DDC: 420
Allomancer: 420
TK: 420
Shrek: 420
Mallow: 420
JerryArr: 420
Realeo: 420

Jackpot: 695
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Post Post #10060 (isolation #2307) » Mon Sep 18, 2017 3:22 am

Post by mallowgeno »

Also forgot to do this at the beginning of this game, Accelerant seems a little OP so I'm tweaking it to "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 ">"."
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Post Post #10063 (isolation #2308) » Mon Sep 18, 2017 3:27 am

Post by mallowgeno »

Hold up there Shrek, ROLL AGAIN (2x) means whatever you roll next is done twice or doubled. However 127 states that "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."

So unfortunately you would just do that, you do not get a second roll and I can't count your 143 :/

Original Roll String: 1d157
1 157-Sided Dice: (123) = 123
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Post Post #10064 (isolation #2309) » Mon Sep 18, 2017 3:27 am

Post by mallowgeno »

DDC: 630
Allomancer: 630
TK: 630
Shrek: 0
Mallow: 500
JerryArr: 630
Realeo: 630

Jackpot: 695
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Post Post #10067 (isolation #2310) » Mon Sep 18, 2017 3:28 am

Post by mallowgeno »

You're fine! This game can be confusing with a lot of these weird rules and spaces. Unless you're Realeo and you just put Unlucky spaces :P
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Post Post #10069 (isolation #2311) » Mon Sep 18, 2017 3:30 am

Post by mallowgeno »

We all get wrecked

Original Roll String: 1d157
1 157-Sided Dice: (147) = 147
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Post Post #10070 (isolation #2312) » Mon Sep 18, 2017 3:30 am

Post by mallowgeno »

DDC: 0
Allomancer: 0
TK: 0
Shrek: 0
*Mallow: 0
JerryArr: 0
Realeo: 0

Jackpot: 695
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Post Post #10073 (isolation #2313) » Mon Sep 18, 2017 3:35 am

Post by mallowgeno »

Original Roll String: 1d157
1 157-Sided Dice: (109) = 109
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Post Post #10074 (isolation #2314) » Mon Sep 18, 2017 3:36 am

Post by mallowgeno »

DDC: 0
Allomancer: 0
TK: 0
Shrek: -203
Mallow: 0
JerryArr: 0
Realeo: 0

Jackpot: 695
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Post Post #10120 (isolation #2315) » Mon Sep 18, 2017 6:19 am

Post by mallowgeno »

HAPPY BIRTHDAY REALEO!!!

Original Roll String: 1d157
1 157-Sided Dice: (11) = 11
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Post Post #10121 (isolation #2316) » Mon Sep 18, 2017 6:20 am

Post by mallowgeno »

3: EVERYONE RESET
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Post Post #10124 (isolation #2317) » Mon Sep 18, 2017 6:28 am

Post by mallowgeno »

Original Roll String: 1d157
1 157-Sided Dice: (151) = 151
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Post Post #10125 (isolation #2318) » Mon Sep 18, 2017 6:28 am

Post by mallowgeno »

DDC: 0
Allomancer: 0
TK: 0
Shrek: 1322
Mallow: -70
JerryArr: 0
Realeo: -100

Jackpot: 731
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Post Post #10126 (isolation #2319) » Mon Sep 18, 2017 6:29 am

Post by mallowgeno »

1: +400
2:
UNLUCKY
:(, then negate your score unless you used a $ on the Unlucky.
3: EVERYONE RESET
4: Create your own space
5: Create your own space
6: Create your own space
7: Create your own space
8: Create your own space
9: Create your own space
10: Create your own space
11:
-200

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

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

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

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

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

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

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

59: +335
60: STEAL 250
61:
PROTECT

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

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

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

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

101:
PROTECT

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

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

105: +5 if your score is odd. Halve it if it's even. Additionally, take the halved amount away from the jackpot.
106: Roll again. -300 if the result of this roll is a +# space, +300 if not. 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[/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.
157: ROLL AGAIN, then ROLL AGAIN (again)
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Post Post #10130 (isolation #2320) » Mon Sep 18, 2017 6:31 am

Post by mallowgeno »

Oh thanks fam <3

Original Roll String: 1d157
1 157-Sided Dice: (139) = 139
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Post Post #10131 (isolation #2321) » Mon Sep 18, 2017 6:32 am

Post by mallowgeno »

DDC: 420
Allomancer: 420
TK: 420
Shrek: 420
Mallow: -311
JerryArr: 420
Realeo: 420

Jackpot: 500
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Post Post #10134 (isolation #2322) » Mon Sep 18, 2017 8:44 am

Post by mallowgeno »

Original Roll String: 1d157
1 157-Sided Dice: (114) = 114
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Post Post #10135 (isolation #2323) » Mon Sep 18, 2017 8:44 am

Post by mallowgeno »

Original Roll String: 1d157
1 157-Sided Dice: (117) = 117
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Post Post #10136 (isolation #2324) » Mon Sep 18, 2017 8:45 am

Post by mallowgeno »

I know I know :P

DDC: 420
Allomancer: 420
TK: 420
Shrek: 720
Mallow: -11
JerryArr: 420
Realeo: 420

Jackpot: 500
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Post Post #10139 (isolation #2325) » Mon Sep 18, 2017 9:14 am

Post by mallowgeno »

Original Roll String: 1d157
1 157-Sided Dice: (56) = 56
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Post Post #10140 (isolation #2326) » Mon Sep 18, 2017 9:14 am

Post by mallowgeno »

DDC: 420
Allomancer: 420
TK: 420
Shrek: 820
Mallow: -81
JerryArr: 420
Realeo: 420

Jackpot: 600
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Post Post #10143 (isolation #2327) » Mon Sep 18, 2017 9:18 am

Post by mallowgeno »

Original Roll String: 1d157
1 157-Sided Dice: (69) = 69
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Post Post #10144 (isolation #2328) » Mon Sep 18, 2017 9:19 am

Post by mallowgeno »

DDC: 420
Allomancer: 420
TK: 420
Shrek: 870
Mallow: -51
JerryArr: 420
Realeo: 420

Jackpot: 600
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Post Post #10196 (isolation #2329) » Mon Sep 18, 2017 2:02 pm

Post by mallowgeno »

In post 10193, Cheery Dog wrote: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.
Fixed
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Post Post #10197 (isolation #2330) » Mon Sep 18, 2017 2:05 pm

Post by mallowgeno »

Original Roll String: 1d157
1 157-Sided Dice: (23) = 23
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Post Post #10198 (isolation #2331) » Mon Sep 18, 2017 2:06 pm

Post by mallowgeno »

^$DDC: 15
^$Allomancer: -55
^$TK: -450
$Shrek: -696
^Mallow: -951
^$JerryArr: -380
^$Realeo: -450
Cheery: 300

Jackpot: 600
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Post Post #10245 (isolation #2332) » Mon Sep 18, 2017 5:01 pm

Post by mallowgeno »

Original Roll String: 1d157
1 157-Sided Dice: (157) = 157
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Post Post #10246 (isolation #2333) » Mon Sep 18, 2017 5:02 pm

Post by mallowgeno »

^$♣# DDC: 420
^$Allomancer: 420
^$TK: 420
#$Shrek: 420
^%Mallow: 420
^$JerryArr: 420
$Realeo: 420
Cheery: 420

Jackpot: 600
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Post Post #10257 (isolation #2334) » Mon Sep 18, 2017 5:47 pm

Post by mallowgeno »

Original Roll String: 1d157
1 157-Sided Dice: (31) = 31
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Post Post #10258 (isolation #2335) » Mon Sep 18, 2017 5:47 pm

Post by mallowgeno »

RR

Original Roll String: 1d157
1 157-Sided Dice: (20) = 20
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Post Post #10259 (isolation #2336) » Mon Sep 18, 2017 5:47 pm

Post by mallowgeno »

^$♣# DDC: -330
%^$Allomancer: 420
^$TK: 720
%#$Shrek: 500
%%Mallow: 470
%^$JerryArr: 420
%$Realeo: 420
%Cheery: 420

Jackpot: 600
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Post Post #10264 (isolation #2337) » Mon Sep 18, 2017 5:51 pm

Post by mallowgeno »

Hold on there Shrek, 55 is GO TO 500 which makes your score immediately 500. I rerolled mine to get the +50. Sorry I thought youw ere done >.<

EDIT: all good ;)

^$♣# DDC: -330
%^$Allomancer: 420
^$TK: 720
%#$Shrek: 500
%%Mallow: 470
%^$JerryArr: 420
%$Realeo: 420
%Cheery: 420

Jackpot: 600
Last edited by mallowgeno on Mon Sep 18, 2017 5:51 pm, edited 1 time in total.
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Post Post #10273 (isolation #2338) » Mon Sep 18, 2017 5:57 pm

Post by mallowgeno »

Same I'm goin to bed after this roll

Original Roll String: 1d157
1 157-Sided Dice: (136) = 136
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Post Post #10274 (isolation #2339) » Mon Sep 18, 2017 5:58 pm

Post by mallowgeno »

^$♣# DDC: 195
%^$Allomancer: 420
^$TK: 195
#$Shrek: 350
%Mallow: 433
%^$JerryArr: 445
%$Realeo: 420
%Cheery: 420

Jackpot: 600
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Post Post #10301 (isolation #2340) » Tue Sep 19, 2017 1:32 am

Post by mallowgeno »

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: -3
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)
Last edited by mallowgeno on Tue Sep 19, 2017 6:46 am, edited 1 time in total.
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Post Post #10302 (isolation #2341) » Tue Sep 19, 2017 1:32 am

Post by mallowgeno »

Original Roll String: 1d157
1 157-Sided Dice: (145) = 145
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Post Post #10303 (isolation #2342) » Tue Sep 19, 2017 1:33 am

Post by mallowgeno »

^$♣# DDC: 895
^$Allomancer: 420
^$TK: 220
#$Shrek: 550
Mallow: 67
%^$JerryArr: 1045
%$Realeo: 1190
Cheery: 360

Jackpot: 500
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Post Post #10313 (isolation #2343) » Tue Sep 19, 2017 3:38 am

Post by mallowgeno »

Original Roll String: 1d157
1 157-Sided Dice: (118) = 118
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Post Post #10314 (isolation #2344) » Tue Sep 19, 2017 3:39 am

Post by mallowgeno »

^$#DDC: 795
^$Allomancer: 420
^$TK: 310
#$Shrek: 550
Mallow: 217
^$JerryArr: 1045
$♣Realeo: 1190
Cheery: 360

Jackpot: 500
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Post Post #10319 (isolation #2345) » Tue Sep 19, 2017 6:51 am

Post by mallowgeno »

Original Roll String: 1d157
1 157-Sided Dice: (94) = 94
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Post Post #10320 (isolation #2346) » Tue Sep 19, 2017 6:51 am

Post by mallowgeno »

1/2

Original Roll String: 1d157
1 157-Sided Dice: (143) = 143
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Post Post #10321 (isolation #2347) » Tue Sep 19, 2017 6:53 am

Post by mallowgeno »

Only 3dice since it was halved :/

Original Roll String: 3d157
3 157-Sided Dice: (54, 10, 52) = 116
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Post Post #10322 (isolation #2348) » Tue Sep 19, 2017 6:55 am

Post by mallowgeno »

16: -5
36: MERGE
86: +90

will be my order.

Merging with Realeo

^$#DDC: 725
^$Allomancer: 420
^$TK: 310
#$Shrek: 550
Mallow: 683
^$JerryArr: 1045
$♣Realeo: 593
Cheery: 360

Jackpot: 500
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Post Post #10332 (isolation #2349) » Tue Sep 19, 2017 8:18 am

Post by mallowgeno »

Original Roll String: 1d157
1 157-Sided Dice: (11) = 11
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Post Post #10333 (isolation #2350) » Tue Sep 19, 2017 8:20 am

Post by mallowgeno »

^$#DDC: 825
^$Allomancer: 420
^$TK: 310
#♣$Shrek: 860
Mallow: 683
^$JerryArr: 1045
$Realeo: 593
Cheery: 360

Jackpot: 500
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Post Post #10336 (isolation #2351) » Tue Sep 19, 2017 8:26 am

Post by mallowgeno »

Original Roll String: 1d157
1 157-Sided Dice: (25) = 25
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Post Post #10337 (isolation #2352) » Tue Sep 19, 2017 8:26 am

Post by mallowgeno »

^$#DDC: 825
^$Allomancer: 545
^$TK: 310
#♣$Shrek: 860
#Mallow: 683
^$JerryArr: 1045
$Realeo: 593
Cheery: 360

Jackpot: 500
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Post Post #10344 (isolation #2353) » Tue Sep 19, 2017 9:07 am

Post by mallowgeno »

Original Roll String: 1d157
1 157-Sided Dice: (81) = 81
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Post Post #10345 (isolation #2354) » Tue Sep 19, 2017 9:08 am

Post by mallowgeno »

^$#DDC: 825
^$Allomancer: 545
^$TK: 310
#♣$Shrek: 933
#Mallow: 583
^$JerryArr: 933
$Realeo: 593
Cheery: 360

Jackpot: 500
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Post Post #10348 (isolation #2355) » Tue Sep 19, 2017 9:12 am

Post by mallowgeno »

Original Roll String: 1d157
1 157-Sided Dice: (85) = 85
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Post Post #10349 (isolation #2356) » Tue Sep 19, 2017 9:13 am

Post by mallowgeno »

Original Roll String: 1d157
1 157-Sided Dice: (30) = 30


Original Roll String: 1d157
1 157-Sided Dice: (37) = 37
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Post Post #10350 (isolation #2357) » Tue Sep 19, 2017 9:13 am

Post by mallowgeno »

^$$#DDC: 825
^$$Allomancer: 545
^$$TK: 310
#♣$$Shrek: 1008
#$Mallow: 383
^$$JerryArr: 933
$$Realeo: 593
$Cheery: 360

Jackpot: 500
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Post Post #10351 (isolation #2358) » Tue Sep 19, 2017 9:14 am

Post by mallowgeno »

1: +400
2: Beyond the Grave: For the rest of the game, you also win if your score goes below -1500.
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: 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)
Last edited by mallowgeno on Tue Sep 19, 2017 4:31 pm, edited 1 time in total.
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Post Post #10354 (isolation #2359) » Tue Sep 19, 2017 9:23 am

Post by mallowgeno »

Original Roll String: 1d157
1 157-Sided Dice: (79) = 79
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Post Post #10355 (isolation #2360) » Tue Sep 19, 2017 9:24 am

Post by mallowgeno »

^$$#DDC: 825
^$$Allomancer: 545
^$$TK: 310
#♣$$Shrek: 1108
#$Mallow: 483
^$$JerryArr: 933
$$Realeo: 593
$Cheery: 360

Jackpot: 700
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Post Post #10366 (isolation #2361) » Tue Sep 19, 2017 3:13 pm

Post by mallowgeno »

The double effect still happens. 127 means you double your roll and if it's a negative space it becomes positive (but ONLY if it's a -xyz. If it were like a Lose all your symbols then -100 you would still do that twice and it would remain negative).

GRATS SHREK!

Please submit your new space and then roll to start us off!
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Post Post #10387 (isolation #2362) » Tue Sep 19, 2017 6:12 pm

Post by mallowgeno »

Original Roll String: 1d158
1 158-Sided Dice: (31) = 31
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Post Post #10388 (isolation #2363) » Tue Sep 19, 2017 6:13 pm

Post by mallowgeno »

*Shrek: 650
DDC: 590
Realeo: 200
JerryArr: -125
Mallow: -600

Jackpot: 500
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Post Post #10402 (isolation #2364) » Wed Sep 20, 2017 1:11 am

Post by mallowgeno »

1: +400
2: Beyond the Grave: For the rest of the game, you also win if your score goes below -1500.
3: Create your own space
4: Create your own space
5: Create your own space
6: Create your own space
7: Create your own space
8: Create your own space
9: Create your own space
10: Create your own space
11:
-200

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

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

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

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

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

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

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

59: +335
60: STEAL 250
61:
PROTECT

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

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

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

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

101:
PROTECT

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

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

105: +5 if your score is odd. Halve it if it's even. Additionally, take the halved amount away from the jackpot.
106: Roll again. -300 if the result of this roll is a +# space, +300 if not. 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)
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.
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Post Post #10403 (isolation #2365) » Wed Sep 20, 2017 1:11 am

Post by mallowgeno »

Original Roll String: 1d158
1 158-Sided Dice: (52) = 52
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Post Post #10404 (isolation #2366) » Wed Sep 20, 2017 1:11 am

Post by mallowgeno »

(3>)Shrek: 920
DDC: 0
Realeo: 473
#JerryArr: 243
+Mallow: 243
Allo: 750

Jackpot: 500
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Post Post #10413 (isolation #2367) » Wed Sep 20, 2017 1:56 am

Post by mallowgeno »

Original Roll String: 1d158
1 158-Sided Dice: (37) = 37
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Post Post #10414 (isolation #2368) » Wed Sep 20, 2017 1:56 am

Post by mallowgeno »

(1>)Shrek: 732
DDC: 0
Realeo: 473
#JerryArr: 243
Mallow: 243
Allo: 695
TK: 500

Jackpot: 600
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Post Post #10417 (isolation #2369) » Wed Sep 20, 2017 3:00 am

Post by mallowgeno »

Original Roll String: 1d158
1 158-Sided Dice: (136) = 136
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Post Post #10418 (isolation #2370) » Wed Sep 20, 2017 3:00 am

Post by mallowgeno »

Shrek: 1139
DDC: 0
Realeo: 473
#JerryArr: 243
Mallow: 328
Allo: 695
TK: 500

Jackpot: 600
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Post Post #10421 (isolation #2371) » Wed Sep 20, 2017 3:52 am

Post by mallowgeno »

Original Roll String: 1d158
1 158-Sided Dice: (106) = 106
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Post Post #10422 (isolation #2372) » Wed Sep 20, 2017 3:52 am

Post by mallowgeno »

UGHHHHHH

Shrek: 1209
DDC: 0
Realeo: 473
#JerryArr: 243
Mallow: -328
Allo: 695
TK: 500

Jackpot: 600
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Post Post #10430 (isolation #2373) » Wed Sep 20, 2017 4:24 am

Post by mallowgeno »

Original Roll String: 1d158
1 158-Sided Dice: (158) = 158
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Post Post #10431 (isolation #2374) » Wed Sep 20, 2017 4:25 am

Post by mallowgeno »

Shrek: 579
DDC: 0
Realeo: 473
#JerryArr: 243
Mallow: -428
Allo: 695
TK: 440

Jackpot: 400
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Post Post #10434 (isolation #2375) » Wed Sep 20, 2017 4:36 am

Post by mallowgeno »

Original Roll String: 1d158
1 158-Sided Dice: (144) = 144
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Post Post #10435 (isolation #2376) » Wed Sep 20, 2017 4:36 am

Post by mallowgeno »

x2

Original Roll String: 1d158
1 158-Sided Dice: (143) = 143
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Post Post #10436 (isolation #2377) » Wed Sep 20, 2017 4:36 am

Post by mallowgeno »

Shrek: 709
DDC: 0
Realeo: 473
#JerryArr: 243
Mallow: -58
Allo: 695
TK: 440

Jackpot: 400
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Post Post #10439 (isolation #2378) » Wed Sep 20, 2017 4:39 am

Post by mallowgeno »

Original Roll String: 1d158
1 158-Sided Dice: (150) = 150
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Post Post #10440 (isolation #2379) » Wed Sep 20, 2017 4:40 am

Post by mallowgeno »

Original Roll String: 1d6
1 6-Sided Dice: (3) = 3
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Post Post #10441 (isolation #2380) » Wed Sep 20, 2017 4:40 am

Post by mallowgeno »

Shrek: 839
DDC: 0
Realeo: 473
#JerryArr: 243
Mallow: -358
Allo: 695
TK: 440

Jackpot: 400
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Post Post #10444 (isolation #2381) » Wed Sep 20, 2017 4:50 am

Post by mallowgeno »

Original Roll String: 1d158
1 158-Sided Dice: (121) = 121
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Post Post #10445 (isolation #2382) » Wed Sep 20, 2017 4:51 am

Post by mallowgeno »

Shrek: 799
DDC: 0
Realeo: 473
#JerryArr: 243
#*^♦Mallow: -738
Allo: 695
TK: 440

Jackpot: 400
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Post Post #10450 (isolation #2383) » Wed Sep 20, 2017 5:30 am

Post by mallowgeno »

Original Roll String: 1d158
1 158-Sided Dice: (58) = 58
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Post Post #10451 (isolation #2384) » Wed Sep 20, 2017 5:30 am

Post by mallowgeno »

1: +400
2: Beyond the Grave: For the rest of the game, you also win if your score goes below -1500.
3: Create your own space
4: Create your own space
5: Create your own space
6: Create your own space
7: Create your own space
8: Create your own space
9: Create your own space
10: Create your own space
11:
-200

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

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

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

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

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

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

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

59: +335
60: STEAL 250
61:
PROTECT

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

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

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

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

101:
PROTECT

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

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

105: +5 if your score is odd. Halve it if it's even. Additionally, take the halved amount away from the jackpot.
106: Roll again. -300 if the result of this roll is a +# space, +300 if not. 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)
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.
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Post Post #10452 (isolation #2385) » Wed Sep 20, 2017 5:31 am

Post by mallowgeno »

Shrek: 399
DDC: 0
Realeo: 473
#JerryArr: 343
#**^♦Mallow: -381
Allo: 695
TK: 440

Jackpot: 500
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Post Post #10455 (isolation #2386) » Wed Sep 20, 2017 5:46 am

Post by mallowgeno »

Original Roll String: 1d158
1 158-Sided Dice: (158) = 158
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Post Post #10456 (isolation #2387) » Wed Sep 20, 2017 5:46 am

Post by mallowgeno »

Shrek: 399
DDC: 0
Realeo: 473
#JerryArr: 368
#**^♦Mallow: -264
Allo: 695
TK: 440

Jackpot: 500
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Post Post #10459 (isolation #2388) » Wed Sep 20, 2017 6:34 am

Post by mallowgeno »

Original Roll String: 1d158
1 158-Sided Dice: (89) = 89
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Post Post #10460 (isolation #2389) » Wed Sep 20, 2017 6:34 am

Post by mallowgeno »

Original Roll String: 1d20
1 20-Sided Dice: (9) = 9
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Post Post #10461 (isolation #2390) » Wed Sep 20, 2017 6:35 am

Post by mallowgeno »

Spin AGAIN

Original Roll String: 1d20
1 20-Sided Dice: (4) = 4
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Post Post #10462 (isolation #2391) » Wed Sep 20, 2017 6:35 am

Post by mallowgeno »

reroll

Original Roll String: 1d20
1 20-Sided Dice: (8) = 8
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Post Post #10463 (isolation #2392) » Wed Sep 20, 2017 6:37 am

Post by mallowgeno »

16 x 25 = 400

Shrek: 499
DDC: 0
Realeo: 473
#JerryArr: 368
#**♦Mallow: 164
Allo: 695
TK: 440

Jackpot: 500
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Post Post #10466 (isolation #2393) » Wed Sep 20, 2017 6:47 am

Post by mallowgeno »

Original Roll String: 1d158
1 158-Sided Dice: (41) = 41
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Post Post #10467 (isolation #2394) » Wed Sep 20, 2017 6:48 am

Post by mallowgeno »

Shrek: 499
DDC: 150
Realeo: 473
#JerryArr: 368
#*♦Mallow: 171
Allo: 695
TK: 440

Jackpot: 500
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Post Post #10470 (isolation #2395) » Wed Sep 20, 2017 8:35 am

Post by mallowgeno »

Original Roll String: 1d158
1 158-Sided Dice: (55) = 55
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Post Post #10471 (isolation #2396) » Wed Sep 20, 2017 8:36 am

Post by mallowgeno »

Shrek: 549
DDC: 150
Realeo: 473
#JerryArr: 368
#**♦Mallow: 521
Allo: 695
TK: 440

Jackpot: 500
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Post Post #10474 (isolation #2397) » Wed Sep 20, 2017 9:11 am

Post by mallowgeno »

Original Roll String: 1d158
1 158-Sided Dice: (69) = 69
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Post Post #10475 (isolation #2398) » Wed Sep 20, 2017 9:11 am

Post by mallowgeno »

Shrek: 639
DDC: 150
Realeo: 473
#JerryArr: 368
##**♦Mallow: 521
Allo: 695
TK: 440

Jackpot: 500
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Post Post #10476 (isolation #2399) » Wed Sep 20, 2017 9:11 am

Post by mallowgeno »

1: +400
2: Beyond the Grave: For the rest of the game, you also win if your score goes below -1500.
3: Create your own space
4: Create your own space
5: Create your own space
6: Create your own space
7: Create your own space
8: Create your own space
9: Create your own space
10: Create your own space
11:
-200

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

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

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

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

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

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

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

59: +335
60: STEAL 250
61:
PROTECT

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

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

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

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

101:
PROTECT

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

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

105: +5 if your score is odd. Halve it if it's even. Additionally, take the halved amount away from the jackpot.
106: Roll again. -300 if the result of this roll is a +# space, +300 if not. 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)
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.

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