Race to 1500! (Game 109)

For completed/abandoned Mish Mash Games.
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Post Post #11440 (isolation #2600) » Mon Oct 02, 2017 5:50 am

Post by mallowgeno »

Shrek: -986
#Mallow: -1105
%Cheery: -20

Jackpot: 1000
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Post Post #11443 (isolation #2601) » Mon Oct 02, 2017 8:17 am

Post by mallowgeno »

Original Roll String: 1d166
1 166-Sided Dice: (75) = 75
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Post Post #11444 (isolation #2602) » Mon Oct 02, 2017 8:20 am

Post by mallowgeno »

Shrek: -986
#Mallow: 0
%Cheery: -20

Jackpot: 1000
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Post Post #11447 (isolation #2603) » Mon Oct 02, 2017 9:11 am

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Original Roll String: 1d166
1 166-Sided Dice: (5) = 5
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Post Post #11448 (isolation #2604) » Mon Oct 02, 2017 9:12 am

Post by mallowgeno »

Shrek: -986
#Mallow: 5
%Cheery: -20

Jackpot: 1000
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Post Post #11461 (isolation #2605) » Mon Oct 02, 2017 12:51 pm

Post by mallowgeno »

Original Roll String: 1d166
1 166-Sided Dice: (113) = 113
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Post Post #11462 (isolation #2606) » Mon Oct 02, 2017 1:30 pm

Post by mallowgeno »

sorry

Original Roll String: 1d4
1 4-Sided Dice: (4) = 4
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Post Post #11463 (isolation #2607) » Mon Oct 02, 2017 1:30 pm

Post by mallowgeno »

Shrek: -1386
Mallow: 395
Cheery: -420
JerryArr: -1303

Jackpot: 1000
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Post Post #11466 (isolation #2608) » Mon Oct 02, 2017 3:11 pm

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Original Roll String: 1d166
1 166-Sided Dice: (49) = 49
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Post Post #11467 (isolation #2609) » Mon Oct 02, 2017 3:12 pm

Post by mallowgeno »

Shrek: -1086
Mallow: 205
Cheery: -420
JerryArr: -1303

Jackpot: 1000
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Post Post #11470 (isolation #2610) » Mon Oct 02, 2017 3:31 pm

Post by mallowgeno »

Original Roll String: 1d166
1 166-Sided Dice: (91) = 91
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Post Post #11471 (isolation #2611) » Mon Oct 02, 2017 3:31 pm

Post by mallowgeno »

Shrek: -986
♣Mallow: 105
Cheery: -420
JerryArr: -1303

Jackpot: 1000
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Post Post #11484 (isolation #2612) » Tue Oct 03, 2017 1:08 am

Post by mallowgeno »

Original Roll String: 1d166
1 166-Sided Dice: (135) = 135
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Post Post #11485 (isolation #2613) » Tue Oct 03, 2017 1:09 am

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8: Happiness and Joy-Gain 300 and give each other player +100
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Post Post #11488 (isolation #2614) » Tue Oct 03, 2017 2:01 am

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Original Roll String: 1d166
1 166-Sided Dice: (92) = 92
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Post Post #11489 (isolation #2615) » Tue Oct 03, 2017 2:02 am

Post by mallowgeno »

(Doll)Shrek: -611
♣Mallow: -495
Cheery: -1320
JerryArr: -1248

Jackpot: 500
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Post Post #11492 (isolation #2616) » Tue Oct 03, 2017 4:21 am

Post by mallowgeno »

Original Roll String: 1d166
1 166-Sided Dice: (103) = 103
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Post Post #11493 (isolation #2617) » Tue Oct 03, 2017 4:22 am

Post by mallowgeno »

%%(Doll)^Shrek: -611
♣Mallow: -395
Cheery: -1320
JerryArr: -1248

Jackpot: 500
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Post Post #11498 (isolation #2618) » Tue Oct 03, 2017 4:39 am

Post by mallowgeno »

That would have been -600, not whatever you originally had
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Post Post #11499 (isolation #2619) » Tue Oct 03, 2017 4:40 am

Post by mallowgeno »

Original Roll String: 1d166
1 166-Sided Dice: (164) = 164
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Post Post #11500 (isolation #2620) » Tue Oct 03, 2017 4:40 am

Post by mallowgeno »

%%(Doll)Shrek: -611
♣Mallow: 500
Cheery: -1320
JerryArr: -1248

Jackpot: 500
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Post Post #11502 (isolation #2621) » Tue Oct 03, 2017 4:41 am

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1: +400
2: Create your own space
3: +300
4: +300
5: +300
6: MERGE the player with the most points and player with the least. If there's a tie, you choose between tied players.
7: EVERYONE -500
8: Happiness and Joy-Gain 300 and give each other player +100
9: Create your own space
10: +100
11:
-200

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

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

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

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

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

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

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

59: +335
60: STEAL 250
61:
PROTECT

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

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

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

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

101:
PROTECT

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

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

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

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

121:
EVERYONE GO TO 420

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

124:
GO TO THE SCORE OF THE LEADER

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

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

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

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

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

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

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

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

165:
GO TO 200
. Then gain a symbol no one else currently has of your choice
166: +25
Last edited by mallowgeno on Tue Oct 03, 2017 7:06 am, edited 1 time in total.
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Post Post #11504 (isolation #2622) » Tue Oct 03, 2017 4:42 am

Post by mallowgeno »

No sir, just one per roll
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Post Post #11505 (isolation #2623) » Tue Oct 03, 2017 4:42 am

Post by mallowgeno »

Original Roll String: 1d166
1 166-Sided Dice: (116) = 116
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Post Post #11506 (isolation #2624) » Tue Oct 03, 2017 4:45 am

Post by mallowgeno »

Shrek: -311
♣ (┛◉Д◉)┛彡┻━┻ Mallow: 600
Cheery: -1320
JerryArr: -1248

Jackpot: 600
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Post Post #11509 (isolation #2625) » Tue Oct 03, 2017 5:52 am

Post by mallowgeno »

Original Roll String: 1d166
1 166-Sided Dice: (151) = 151
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Post Post #11510 (isolation #2626) » Tue Oct 03, 2017 5:53 am

Post by mallowgeno »

Shrek: -186
♣ (┛◉Д◉)┛彡┻━┻ Mallow: 700
Cheery: -1320
JerryArr: -1248

Jackpot: 700
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Post Post #11513 (isolation #2627) » Tue Oct 03, 2017 5:58 am

Post by mallowgeno »

Original Roll String: 1d166
1 166-Sided Dice: (140) = 140


STOP WITH YOUR PRIME NUMBERS
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Post Post #11514 (isolation #2628) » Tue Oct 03, 2017 5:58 am

Post by mallowgeno »

Original Roll String: 6d25
6 25-Sided Dice: (9, 12, 25, 19, 4, 10) = 79
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Post Post #11515 (isolation #2629) » Tue Oct 03, 2017 5:59 am

Post by mallowgeno »

Shrek: 14
^%♣ (┛◉Д◉)┛彡┻━┻ Mallow: 600
Cheery: -1320
JerryArr: -1248

Jackpot: 800
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Post Post #11518 (isolation #2630) » Tue Oct 03, 2017 6:39 am

Post by mallowgeno »

Original Roll String: 1d166
1 166-Sided Dice: (119) = 119
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Post Post #11519 (isolation #2631) » Tue Oct 03, 2017 6:39 am

Post by mallowgeno »

Rerolling that

Original Roll String: 1d166
1 166-Sided Dice: (37) = 37
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Post Post #11520 (isolation #2632) » Tue Oct 03, 2017 6:40 am

Post by mallowgeno »

*Shrek: 14
♣ (┛◉Д◉)┛彡┻━┻ Mallow: 588
Cheery: -1320
JerryArr: -1248

Jackpot: 900
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Post Post #11523 (isolation #2633) » Tue Oct 03, 2017 7:05 am

Post by mallowgeno »

Original Roll String: 1d166
1 166-Sided Dice: (119) = 119
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Post Post #11524 (isolation #2634) » Tue Oct 03, 2017 7:06 am

Post by mallowgeno »

6: MERGE the player with the most points and player with the least. If there's a tie, you choose between tied players.
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Post Post #11525 (isolation #2635) » Tue Oct 03, 2017 7:06 am

Post by mallowgeno »

*Shrek: 420
♣ (┛◉Д◉)┛彡┻━┻ Mallow: 520
Cheery: 420
JerryArr: 420

Jackpot: 1000
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Post Post #11529 (isolation #2636) » Tue Oct 03, 2017 7:17 am

Post by mallowgeno »

Original Roll String: 1d166
1 166-Sided Dice: (137) = 137
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Post Post #11530 (isolation #2637) » Tue Oct 03, 2017 7:18 am

Post by mallowgeno »

Shrek: 420
♣ (┛◉Д◉)┛彡┻━┻ Mallow: 720
Cheery: 420
JerryArr: 420

Jackpot: 1200
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Post Post #11533 (isolation #2638) » Tue Oct 03, 2017 7:24 am

Post by mallowgeno »

Original Roll String: 1d166
1 166-Sided Dice: (132) = 132
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Post Post #11534 (isolation #2639) » Tue Oct 03, 2017 7:25 am

Post by mallowgeno »

Shrek: 380
♣Mallow: 720
Cheery: 420
JerryArr: 420

Jackpot: 1200
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Post Post #11537 (isolation #2640) » Tue Oct 03, 2017 7:40 am

Post by mallowgeno »

Original Roll String: 1d166
1 166-Sided Dice: (140) = 140
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Post Post #11538 (isolation #2641) » Tue Oct 03, 2017 7:41 am

Post by mallowgeno »

Original Roll String: 5d166
5 166-Sided Dice: (53, 97, 126, 164, 110) = 550
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Post Post #11539 (isolation #2642) » Tue Oct 03, 2017 7:43 am

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2: Create your own space
26: +130
42: RESET
62: -55
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

So I shall

2: ROLL AGAIN with 1d66 and then add 100 to your die roll result and carry out the action of the space you land on.
62: -55
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
Buy all symbols
RESET

Then +130

Shrek: 325
*^#♦♣Mallow: 130
Cheery: 420
JerryArr: 420

Jackpot: 1200
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Post Post #11542 (isolation #2643) » Tue Oct 03, 2017 7:57 am

Post by mallowgeno »

Original Roll String: 1d16
1 16-Sided Dice: (11) = 11
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Post Post #11543 (isolation #2644) » Tue Oct 03, 2017 7:57 am

Post by mallowgeno »

Original Roll String: 1d166
1 166-Sided Dice: (25) = 25
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Post Post #11544 (isolation #2645) » Tue Oct 03, 2017 7:58 am

Post by mallowgeno »

Shrek: 320
*^#♦♣Mallow: 340
Cheery: 420
JerryArr: 420

Jackpot: 1200
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Post Post #11547 (isolation #2646) » Tue Oct 03, 2017 8:36 am

Post by mallowgeno »

Original Roll String: 1d166
1 166-Sided Dice: (108) = 108
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Post Post #11548 (isolation #2647) » Tue Oct 03, 2017 8:36 am

Post by mallowgeno »

*Shrek: 320
*^#♦♣Mallow: 447
Cheery: 420
JerryArr: 420

Jackpot: 1200
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Post Post #11551 (isolation #2648) » Tue Oct 03, 2017 8:45 am

Post by mallowgeno »

1: +400
2: ROLL AGAIN with 1d66 and then add 100 to your die roll result and carry out the action of the space you land on.
3: +300
4: +300
5: +300
6: MERGE the player with the most points and player with the least. If there's a tie, you choose between tied players.
7: EVERYONE -500
8: Happiness and Joy-Gain 300 and give each other player +100
9: Create your own space
10: +100
11:
-200

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

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

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

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

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

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

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

59: +335
60: STEAL 250
61:
PROTECT

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

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

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

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

101:
PROTECT

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

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

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

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

121:
EVERYONE GO TO 420

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

124:
GO TO THE SCORE OF THE LEADER

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

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

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

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

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

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

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

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

165:
GO TO 200
. Then gain a symbol no one else currently has of your choice
166: +25
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Post Post #11552 (isolation #2649) » Tue Oct 03, 2017 8:45 am

Post by mallowgeno »

Original Roll String: 1d166
1 166-Sided Dice: (131) = 131
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Post Post #11553 (isolation #2650) » Tue Oct 03, 2017 8:46 am

Post by mallowgeno »

*Shrek: 520
*^#♦♣Mallow: 638
Cheery: 420
JerryArr: 220

Jackpot: 1431
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Post Post #11557 (isolation #2651) » Tue Oct 03, 2017 9:06 am

Post by mallowgeno »

Nice

Original Roll String: 1d166
1 166-Sided Dice: (36) = 36
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Post Post #11558 (isolation #2652) » Tue Oct 03, 2017 9:07 am

Post by mallowgeno »

Original Roll String: 1d4
1 4-Sided Dice: (2) = 2
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Post Post #11559 (isolation #2653) » Tue Oct 03, 2017 9:07 am

Post by mallowgeno »

*Shrek: 1220
*^#♦♣Mallow: 645
Cheery: -680
JerryArr: 220

Jackpot: 1431
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Post Post #11562 (isolation #2654) » Tue Oct 03, 2017 9:16 am

Post by mallowgeno »

Original Roll String: 1d166
1 166-Sided Dice: (120) = 120
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Post Post #11563 (isolation #2655) » Tue Oct 03, 2017 9:17 am

Post by mallowgeno »

*Shrek: 1220
&*^#♦♣Mallow: 652
Cheery: -680
JerryArr: 220
Allo: -100

Jackpot: 1431
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Post Post #11574 (isolation #2656) » Tue Oct 03, 2017 10:20 am

Post by mallowgeno »

I'm sorry Allo but you'll have to redo the express, you gotta use a d100 :/
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Post Post #11577 (isolation #2657) » Wed Oct 04, 2017 5:43 am

Post by mallowgeno »

Yeah sorry I didn't realize we were waiting on Allo still. Let me see what I'll do for him
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Post Post #11578 (isolation #2658) » Wed Oct 04, 2017 5:44 am

Post by mallowgeno »

Just giving him the +100

Shrek: 1220
*^#♦♣Mallow: 645
Cheery: -680
JerryArr: 220
Allo: 0

Jackpot: 1531
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Post Post #11579 (isolation #2659) » Wed Oct 04, 2017 5:44 am

Post by mallowgeno »

Original Roll String: 1d166
1 166-Sided Dice: (17) = 17
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Post Post #11580 (isolation #2660) » Wed Oct 04, 2017 5:45 am

Post by mallowgeno »

1: +400
2: ROLL AGAIN with 1d66 and then add 100 to your die roll result and carry out the action of the space you land on.
3: +300
4: +300
5: +300
6: MERGE the player with the most points and player with the least. If there's a tie, you choose between tied players.
7: EVERYONE -500
8: Happiness and Joy-Gain 300 and give each other player +100
9: Create your own space
10: +100
11:
-200

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

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

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

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

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

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

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

59: +335
60: STEAL 250
61:
PROTECT

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

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

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

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

101:
PROTECT

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

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

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

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

121:
EVERYONE GO TO 420

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

124:
GO TO THE SCORE OF THE LEADER

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

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

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

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

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

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

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

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

165:
GO TO 200
. Then gain a symbol no one else currently has of your choice
166: +25
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Post Post #11581 (isolation #2661) » Wed Oct 04, 2017 5:45 am

Post by mallowgeno »

Shrek: 1220
*^#♦♣Mallow: 737
Cheery: -680
JerryArr: 220
Allo: 0

Jackpot: 1531
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Post Post #11584 (isolation #2662) » Wed Oct 04, 2017 5:58 am

Post by mallowgeno »

SHREK WHY

Original Roll String: 1d166
1 166-Sided Dice: (47) = 47
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Post Post #11585 (isolation #2663) » Wed Oct 04, 2017 5:59 am

Post by mallowgeno »

Shrek: -311
*^#♦♣Mallow: 764
Cheery: -680
JerryArr: 220
Allo: 0

Jackpot: 500
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Post Post #11588 (isolation #2664) » Wed Oct 04, 2017 6:43 am

Post by mallowgeno »

Original Roll String: 1d166
1 166-Sided Dice: (115) = 115
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Post Post #11589 (isolation #2665) » Wed Oct 04, 2017 6:44 am

Post by mallowgeno »

Shrek: -311
^#♦♣Mallow: 771
Cheery: -680
JerryArr: 470
Allo: 0

Jackpot: 750
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Post Post #11593 (isolation #2666) » Wed Oct 04, 2017 7:46 am

Post by mallowgeno »

Original Roll String: 1d166
1 166-Sided Dice: (29) = 29
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Post Post #11594 (isolation #2667) » Wed Oct 04, 2017 7:47 am

Post by mallowgeno »

I'd rather not...

Original Roll String: 1d166
1 166-Sided Dice: (99) = 99
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Post Post #11595 (isolation #2668) » Wed Oct 04, 2017 7:47 am

Post by mallowgeno »

Well...

Shrek: 0
#♣Mallow: 0
Cheery: 0
JerryArr: 0
Allo: 0

Jackpot: 750
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Post Post #11613 (isolation #2669) » Thu Oct 05, 2017 1:18 am

Post by mallowgeno »

Original Roll String: 1d166
1 166-Sided Dice: (133) = 133
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Post Post #11614 (isolation #2670) » Thu Oct 05, 2017 1:18 am

Post by mallowgeno »

Shrek: -340
*#♣Mallow: -1000
Cheery: 150
JerryArr: 115
Allo: 0

Jackpot: 850
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Post Post #11617 (isolation #2671) » Thu Oct 05, 2017 3:29 am

Post by mallowgeno »

Original Roll String: 1d166
1 166-Sided Dice: (83) = 83
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Post Post #11618 (isolation #2672) » Thu Oct 05, 2017 3:31 am

Post by mallowgeno »

^Shrek: -90
^*#♣Mallow: -1000
^Cheery: 150
^JerryArr: 115
^Allo: 0

Jackpot: 1100
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Post Post #11621 (isolation #2673) » Thu Oct 05, 2017 3:44 am

Post by mallowgeno »

Original Roll String: 1d166
1 166-Sided Dice: (89) = 89
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Post Post #11622 (isolation #2674) » Thu Oct 05, 2017 3:45 am

Post by mallowgeno »

^Shrek: -70
^*#♣Mallow: 500
^Cheery: 150
^JerryArr: 115
^Allo: 0

Jackpot: 1100
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Post Post #11625 (isolation #2675) » Thu Oct 05, 2017 4:04 am

Post by mallowgeno »

Original Roll String: 1d166
1 166-Sided Dice: (86) = 86
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Post Post #11626 (isolation #2676) » Thu Oct 05, 2017 4:04 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: Create your own space
9: Create your own space
10: +100
11:
-200

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

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

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

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

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

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

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

59: +335
60: STEAL 250
61:
PROTECT

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

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

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

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

101:
PROTECT

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

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

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

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

121:
EVERYONE GO TO 420

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

124:
GO TO THE SCORE OF THE LEADER

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

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

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

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

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

151. Express:
+100
. Now you can either roll 1d100 or stop. If you roll 1d100 and land on a space that will causes your score to decrease, RESET. If you roll a space that causes your score to stay or increase, you increase your score following the space's effect and you will get the offer to roll1d100 or stop again (and so on and so on until you stop or RESET due to bad roll)
152. Express
153: Accelerant: (Denoted by ">") Gain 3 ">" While you have this symbol, whenever you roll a die (legally), gain points equal to its die roll. After each roll lose 1 ">".
154: Insurance-Give all players a $. This blocks the next unlucky space you land on. Then gain +300
155: Portable Trick Die: Stackable, represented by "!". After any die roll (not just the initial one), you may spend 250 points and the ! to change the result by +/- 1.
156: Big Wheel - Roll a 1d20. After one "spin" you may choose to stop and claim 25x your result or respin for more points. If you go over 20 in two spins,
UNLUCKY
. If your first spin, or the combination of two spins, land exactly on 20, +1000 and a chance to do a "bonus spin", which if land on 1 or 3 you get a PROTECT, land on 20 gets an instant win (any other number in the bonus spin is worth nothing).
157: ROLL AGAIN, then ROLL AGAIN (again)
158: Russian Roulette: Roll a single die, the number of sides equal to the number of people currently playing. -1,000 for whoever it lands on.
159: RESET then roll 10d150. Gain the total.
160: For every 250 points you have, gain a
Critical Hit
.
161: Anti-Protect: The next time you would gain points (either through a reset, a positive space, or trying to steal/merge points) your score does not increase. These are stackable. (Represented by an '&' symbol.)
162:
+300

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

165:
GO TO 200
. Then gain a symbol no one else currently has of your choice
166: +25
167: Bowser Time-Roll 1d6. 1= -500, 2= EVERYONE -500, 3= Lose all your symbols, 4= EVERYONE MERGE, 5=
UNLUCKY
:( , 6=
JACKPOT!!!
Last edited by mallowgeno on Thu Oct 05, 2017 6:05 am, edited 2 times in total.
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Post Post #11627 (isolation #2677) » Thu Oct 05, 2017 4:05 am

Post by mallowgeno »

^Shrek: 180
^#♣Mallow: 500
^Cheery: -100
^JerryArr: 115
^Allo: 0

Jackpot: 1100
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Post Post #11630 (isolation #2678) » Thu Oct 05, 2017 4:07 am

Post by mallowgeno »

Original Roll String: 1d166
1 166-Sided Dice: (109) = 109
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Post Post #11631 (isolation #2679) » Thu Oct 05, 2017 4:07 am

Post by mallowgeno »

^Shrek: 190
^#♣Mallow: 600
^Cheery: -100
^JerryArr: 115
^Allo: 0

Jackpot: 1100
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Post Post #11636 (isolation #2680) » Thu Oct 05, 2017 4:09 am

Post by mallowgeno »

Original Roll String: 1d166
1 166-Sided Dice: (121) = 121
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Post Post #11637 (isolation #2681) » Thu Oct 05, 2017 4:09 am

Post by mallowgeno »

Shrek: 90
^#♣Mallow: 750
^Cheery: -100
^JerryArr: 115
^Allo: 0

Jackpot: 1000
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Post Post #11640 (isolation #2682) » Thu Oct 05, 2017 5:40 am

Post by mallowgeno »

Original Roll String: 1d166
1 166-Sided Dice: (95) = 95
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Post Post #11641 (isolation #2683) » Thu Oct 05, 2017 5:40 am

Post by mallowgeno »

$Shrek: 160
$^#♣Mallow: 1050
$^Cheery: -100
$^JerryArr: 115
$^Allo: 0

Jackpot: 1000
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Post Post #11644 (isolation #2684) » Thu Oct 05, 2017 5:56 am

Post by mallowgeno »

Original Roll String: 1d166
1 166-Sided Dice: (115) = 115
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Post Post #11645 (isolation #2685) » Thu Oct 05, 2017 5:57 am

Post by mallowgeno »

Yessirrrreee

$Shrek: 190
$^#♣Mallow: 2050
$^Cheery: -100
$^JerryArr: 115
$^Allo: 0
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Post Post #11646 (isolation #2686) » Thu Oct 05, 2017 6:02 am

Post by mallowgeno »

167: Bowser Time-Roll 1d6. 1= -500, 2= EVERYONE -500, 3= Lose all your symbols, 4= EVERYONE MERGE, 5=
UNLUCKY
:( , 6=
JACKPOT!!!
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Post Post #11647 (isolation #2687) » Thu Oct 05, 2017 6:06 am

Post by mallowgeno »

Original Roll String: 1d167
1 167-Sided Dice: (152) = 152
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Post Post #11648 (isolation #2688) » Thu Oct 05, 2017 6:06 am

Post by mallowgeno »

**Mallow: 600

Jackpot: 500
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Post Post #11652 (isolation #2689) » Thu Oct 05, 2017 6:18 am

Post by mallowgeno »

Original Roll String: 1d167
1 167-Sided Dice: (16) = 16
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Post Post #11653 (isolation #2690) » Thu Oct 05, 2017 6:18 am

Post by mallowgeno »

**Mallow: 760
Shrek: 500

Jackpot: 500
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Post Post #11656 (isolation #2691) » Thu Oct 05, 2017 8:43 am

Post by mallowgeno »

Original Roll String: 1d167
1 167-Sided Dice: (18) = 18
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Post Post #11657 (isolation #2692) » Thu Oct 05, 2017 8:43 am

Post by mallowgeno »

**Mallow: 860
Shrek: 400

Jackpot: 500
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Post Post #11660 (isolation #2693) » Thu Oct 05, 2017 9:13 am

Post by mallowgeno »

Original Roll String: 1d167
1 167-Sided Dice: (127) = 127
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Post Post #11661 (isolation #2694) » Thu Oct 05, 2017 9:14 am

Post by mallowgeno »

**Mallow: 910
Shrek: 420

Jackpot: 500
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Post Post #11664 (isolation #2695) » Thu Oct 05, 2017 5:27 pm

Post by mallowgeno »

Original Roll String: 1d167
1 167-Sided Dice: (36) = 36
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Post Post #11665 (isolation #2696) » Thu Oct 05, 2017 5:27 pm

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4: RESET
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Post Post #11669 (isolation #2697) » Fri Oct 06, 2017 1:24 am

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Original Roll String: 1d167
1 167-Sided Dice: (48) = 48
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Post Post #11670 (isolation #2698) » Fri Oct 06, 2017 1:24 am

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*Mallow: 960
♦!Shrek: 520

Jackpot: 600
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Post Post #11673 (isolation #2699) » Fri Oct 06, 2017 1:42 am

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Original Roll String: 1d167
1 167-Sided Dice: (64) = 64
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Post Post #11674 (isolation #2700) » Fri Oct 06, 2017 1:43 am

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Mallow: 960
♦!Shrek: 577

Jackpot: 600
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Post Post #11677 (isolation #2701) » Fri Oct 06, 2017 2:40 am

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1: +400
2: Create your own space
3: Create your own space
4: Create your own space
5: Create your own space
6: Create your own space
7: Create your own space
8: Create your own space
9: Create your own space
10: +100
11:
-200

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

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

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

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

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

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

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

59: +335
60: STEAL 250
61:
PROTECT

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

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

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

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

101:
PROTECT

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

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

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

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

121:
EVERYONE GO TO 420

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

124:
GO TO THE SCORE OF THE LEADER

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

137: Clear all symbols (except the ♣)
138: EVERYONE MERGE
139: Double your score, unless it would cause you to win, in which case you reset.

140: All players lose any negative symbols
141:
Pretty Lucky-
CHOOSE 1 of the following: Gain 3 symbols of your choice (excluding the clover)/
GO TO 750
/
JACKPOT!!!
. This cannot cause you to win.
142: MERGE with the
JACKPOT!!!

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

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

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

151. Express:
+100
. Now you can either roll 1d100 or stop. If you roll 1d100 and land on a space that will causes your score to decrease, RESET. If you roll a space that causes your score to stay or increase, you increase your score following the space's effect and you will get the offer to roll1d100 or stop again (and so on and so on until you stop or RESET due to bad roll)
152. Express
153: Accelerant: (Denoted by ">") Gain 3 ">" While you have this symbol, whenever you roll a die (legally), gain points equal to its die roll. After each roll lose 1 ">".
154: Insurance-Give all players a $. This blocks the next unlucky space you land on. Then gain +300
155: Portable Trick Die: Stackable, represented by "!". After any die roll (not just the initial one), you may spend 250 points and the ! to change the result by +/- 1.
156: Big Wheel - Roll a 1d20. After one "spin" you may choose to stop and claim 25x your result or respin for more points. If you go over 20 in two spins,
UNLUCKY
. If your first spin, or the combination of two spins, land exactly on 20, +1000 and a chance to do a "bonus spin", which if land on 1 or 3 you get a PROTECT, land on 20 gets an instant win (any other number in the bonus spin is worth nothing).
157: ROLL AGAIN, then ROLL AGAIN (again)
158: Russian Roulette: Roll a single die, the number of sides equal to the number of people currently playing. -1,000 for whoever it lands on.
159: RESET then roll 10d150. Gain the total.
160: For every 250 points you have, gain a
Critical Hit
.
161: Anti-Protect: The next time you would gain points (either through a reset, a positive space, or trying to steal/merge points) your score does not increase. These are stackable. (Represented by an '&' symbol.)
162:
+300

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

165:
GO TO 200
. Then gain a symbol no one else currently has of your choice
166: +25
167: Bowser Time-Roll 1d6. 1= -500, 2= EVERYONE -500, 3= Lose all your symbols, 4= EVERYONE MERGE, 5=
UNLUCKY
:( , 6=
JACKPOT!!!
Last edited by mallowgeno on Sat Oct 07, 2017 5:40 am, edited 2 times in total.
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Post Post #11678 (isolation #2702) » Fri Oct 06, 2017 2:41 am

Post by mallowgeno »

Original Roll String: 1d167
1 167-Sided Dice: (27) = 27
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Post Post #11679 (isolation #2703) » Fri Oct 06, 2017 2:41 am

Post by mallowgeno »

Mallow: 1060
♦!Shrek: 547

Jackpot: 600
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Post Post #11682 (isolation #2704) » Fri Oct 06, 2017 3:32 am

Post by mallowgeno »

Original Roll String: 1d167
1 167-Sided Dice: (109) = 109
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Post Post #11683 (isolation #2705) » Fri Oct 06, 2017 3:33 am

Post by mallowgeno »

Well i can only do you shrek

Original Roll String: 1d167
1 167-Sided Dice: (105) = 105
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Post Post #11684 (isolation #2706) » Fri Oct 06, 2017 3:33 am

Post by mallowgeno »

You can use that protect of yours :P

Mallow: 1060
♦!Shrek: 554

Jackpot: 600
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Post Post #11687 (isolation #2707) » Sat Oct 07, 2017 3:21 am

Post by mallowgeno »

Mallow: 1060
♦!Shrek: 148

Jackpot: 600

Original Roll String: 1d167
1 167-Sided Dice: (62) = 62
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Post Post #11688 (isolation #2708) » Sat Oct 07, 2017 3:21 am

Post by mallowgeno »

Mallow: 1055
♦!Shrek: 148

Jackpot: 600
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Post Post #11691 (isolation #2709) » Sat Oct 07, 2017 4:56 am

Post by mallowgeno »

Original Roll String: 1d167
1 167-Sided Dice: (112) = 112
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Post Post #11692 (isolation #2710) » Sat Oct 07, 2017 4:57 am

Post by mallowgeno »

Mallow: 1000
♦!Shrek: 115

Jackpot: 600
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Post Post #11695 (isolation #2711) » Sat Oct 07, 2017 5:36 am

Post by mallowgeno »

Original Roll String: 1d167
1 167-Sided Dice: (82) = 82
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Post Post #11696 (isolation #2712) » Sat Oct 07, 2017 5:37 am

Post by mallowgeno »

GG

Mallow: 1600
♦!Shrek: 115

Jackpot: 500
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Post Post #11697 (isolation #2713) » Sat Oct 07, 2017 5:37 am

Post by mallowgeno »

168:
-200
but then gain a
#
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Post Post #11698 (isolation #2714) » Sat Oct 07, 2017 5:39 am

Post by mallowgeno »

Original Roll String: 1d168
1 168-Sided Dice: (134) = 134
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Post Post #11699 (isolation #2715) » Sat Oct 07, 2017 5:40 am

Post by mallowgeno »

Original Roll String: 1d168
1 168-Sided Dice: (143) = 143
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Post Post #11700 (isolation #2716) » Sat Oct 07, 2017 5:41 am

Post by mallowgeno »

Mallow: -50

Jackpot: 500
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Post Post #11707 (isolation #2717) » Sun Oct 08, 2017 1:54 am

Post by mallowgeno »

Original Roll String: 1d168
1 168-Sided Dice: (6) = 6
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Post Post #11708 (isolation #2718) » Sun Oct 08, 2017 1:55 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: Create your own space
9: Create your own space
10: +100
11:
-200

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

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

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

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

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

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

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

59: +335
60: STEAL 250
61:
PROTECT

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

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

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

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

101:
PROTECT

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

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

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

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

121:
EVERYONE GO TO 420

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

124:
GO TO THE SCORE OF THE LEADER

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

137: Clear all symbols (except the ♣)
138: EVERYONE MERGE
139: Double your score, unless it would cause you to win, in which case you reset.

140: All players lose any negative symbols
141:
Pretty Lucky-
CHOOSE 1 of the following: Gain 3 symbols of your choice (excluding the clover)/
GO TO 750
/
JACKPOT!!!
. This cannot cause you to win.
142: MERGE with the
JACKPOT!!!

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

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

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

151. Express:
+100
. Now you can either roll 1d100 or stop. If you roll 1d100 and land on a space that will causes your score to decrease, RESET. If you roll a space that causes your score to stay or increase, you increase your score following the space's effect and you will get the offer to roll1d100 or stop again (and so on and so on until you stop or RESET due to bad roll)
152. Express
153: Accelerant: (Denoted by ">") Gain 3 ">" While you have this symbol, whenever you roll a die (legally), gain points equal to its die roll. After each roll lose 1 ">".
154: Insurance-Give all players a $. This blocks the next unlucky space you land on. Then gain +300
155: Portable Trick Die: Stackable, represented by "!". After any die roll (not just the initial one), you may spend 250 points and the ! to change the result by +/- 1.
156: Big Wheel - Roll a 1d20. After one "spin" you may choose to stop and claim 25x your result or respin for more points. If you go over 20 in two spins,
UNLUCKY
. If your first spin, or the combination of two spins, land exactly on 20, +1000 and a chance to do a "bonus spin", which if land on 1 or 3 you get a PROTECT, land on 20 gets an instant win (any other number in the bonus spin is worth nothing).
157: ROLL AGAIN, then ROLL AGAIN (again)
158: Russian Roulette: Roll a single die, the number of sides equal to the number of people currently playing. -1,000 for whoever it lands on.
159: RESET then roll 10d150. Gain the total.
160: For every 250 points you have, gain a
Critical Hit
.
161: Anti-Protect: The next time you would gain points (either through a reset, a positive space, or trying to steal/merge points) your score does not increase. These are stackable. (Represented by an '&' symbol.)
162:
+300

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

165:
GO TO 200
. Then gain a symbol no one else currently has of your choice
166: +25
167: Bowser Time-Roll 1d6. 1= -500, 2= EVERYONE -500, 3= Lose all your symbols, 4= EVERYONE MERGE, 5=
UNLUCKY
:( , 6=
JACKPOT!!!

168:
-200
but then gain a
#
Last edited by mallowgeno on Sun Oct 08, 2017 1:56 am, edited 1 time in total.
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Post Post #11709 (isolation #2719) » Sun Oct 08, 2017 1:55 am

Post by mallowgeno »

#Mallow: -50
Allo: 231
Shrek: 90

Jackpot: 731
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Post Post #11716 (isolation #2720) » Mon Oct 09, 2017 2:55 am

Post by mallowgeno »

Original Roll String: 1d168
1 168-Sided Dice: (104) = 104
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Post Post #11717 (isolation #2721) » Mon Oct 09, 2017 2:55 am

Post by mallowgeno »

#Mallow: -49
Allo: 233
Shrek: 15

Jackpot: 831
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Post Post #11720 (isolation #2722) » Mon Oct 09, 2017 4:37 am

Post by mallowgeno »

Original Roll String: 1d168
1 168-Sided Dice: (89) = 89
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Post Post #11721 (isolation #2723) » Mon Oct 09, 2017 4:38 am

Post by mallowgeno »

#Mallow: -252
Allo: 233
Shrek: 423

Jackpot: 423
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Post Post #11724 (isolation #2724) » Mon Oct 09, 2017 8:54 am

Post by mallowgeno »

Original Roll String: 1d168
1 168-Sided Dice: (113) = 113
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Post Post #11725 (isolation #2725) » Mon Oct 09, 2017 8:54 am

Post by mallowgeno »

#Mallow: -252
Allo: 233
Shrek: 248

Jackpot: 423
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Post Post #11726 (isolation #2726) » Mon Oct 09, 2017 8:55 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: Create your own space
9: Create your own space
10: +100
11:
-200

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

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

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

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

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

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

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

59: +335
60: STEAL 250
61:
PROTECT

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

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

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

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

101:
PROTECT

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

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

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

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

121:
EVERYONE GO TO 420

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

124:
GO TO THE SCORE OF THE LEADER

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

137: Clear all symbols (except the ♣)
138: EVERYONE MERGE
139: Double your score, unless it would cause you to win, in which case you reset.

140: All players lose any negative symbols
141:
Pretty Lucky-
CHOOSE 1 of the following: Gain 3 symbols of your choice (excluding the clover)/
GO TO 750
/
JACKPOT!!!
. This cannot cause you to win.
142: MERGE with the
JACKPOT!!!

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

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

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

151. Express:
+100
. Now you can either roll 1d100 or stop. If you roll 1d100 and land on a space that will causes your score to decrease, RESET. If you roll a space that causes your score to stay or increase, you increase your score following the space's effect and you will get the offer to roll1d100 or stop again (and so on and so on until you stop or RESET due to bad roll)
152. Express
153: Accelerant: (Denoted by ">") Gain 3 ">" While you have this symbol, whenever you roll a die (legally), gain points equal to its die roll. After each roll lose 1 ">".
154: Insurance-Give all players a $. This blocks the next unlucky space you land on. Then gain +300
155: Portable Trick Die: Stackable, represented by "!". After any die roll (not just the initial one), you may spend 250 points and the ! to change the result by +/- 1.
156: Big Wheel - Roll a 1d20. After one "spin" you may choose to stop and claim 25x your result or respin for more points. If you go over 20 in two spins,
UNLUCKY
. If your first spin, or the combination of two spins, land exactly on 20, +1000 and a chance to do a "bonus spin", which if land on 1 or 3 you get a PROTECT, land on 20 gets an instant win (any other number in the bonus spin is worth nothing).
157: ROLL AGAIN, then ROLL AGAIN (again)
158: Russian Roulette: Roll a single die, the number of sides equal to the number of people currently playing. -1,000 for whoever it lands on.
159: RESET then roll 10d150. Gain the total.
160: For every 250 points you have, gain a
Critical Hit
.
161: Anti-Protect: The next time you would gain points (either through a reset, a positive space, or trying to steal/merge points) your score does not increase. These are stackable. (Represented by an '&' symbol.)
162:
+300

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

165:
GO TO 200
. Then gain a symbol no one else currently has of your choice
166: +25
167: Bowser Time-Roll 1d6. 1= -500, 2= EVERYONE -500, 3= Lose all your symbols, 4= EVERYONE MERGE, 5=
UNLUCKY
:( , 6=
JACKPOT!!!

168:
-200
but then gain a
#
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Post Post #11739 (isolation #2727) » Tue Oct 10, 2017 1:35 am

Post by mallowgeno »

Original Roll String: 1d168
1 168-Sided Dice: (106) = 106
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Post Post #11740 (isolation #2728) » Tue Oct 10, 2017 1:35 am

Post by mallowgeno »

%#Mallow: 270
%Allo: 698
%Shrek: 665

Jackpot: 773
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Post Post #11743 (isolation #2729) » Tue Oct 10, 2017 3:03 am

Post by mallowgeno »

Original Roll String: 1d168
1 168-Sided Dice: (126) = 126
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Post Post #11744 (isolation #2730) » Tue Oct 10, 2017 3:06 am

Post by mallowgeno »

#Mallow: 165
%Allo: 698
Shrek: 665

Jackpot: 773
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Post Post #11747 (isolation #2731) » Tue Oct 10, 2017 3:34 am

Post by mallowgeno »

Original Roll String: 1d168
1 168-Sided Dice: (46) = 46
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Post Post #11748 (isolation #2732) » Tue Oct 10, 2017 3:34 am

Post by mallowgeno »

~#Mallow: 165
%Allo: 698
Shrek: 685

Jackpot: 773
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Post Post #11753 (isolation #2733) » Tue Oct 10, 2017 3:41 am

Post by mallowgeno »

Original Roll String: 1d100
1 100-Sided Dice: (82) = 82
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Post Post #11754 (isolation #2734) » Tue Oct 10, 2017 3:41 am

Post by mallowgeno »

~#Mallow: 265
%Allo: 698
Shrek: 785

Jackpot: 773
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Post Post #11767 (isolation #2735) » Wed Oct 11, 2017 11:37 am

Post by mallowgeno »

Original Roll String: 1d100
1 100-Sided Dice: (56) = 56
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Post Post #11768 (isolation #2736) » Wed Oct 11, 2017 11:57 am

Post by mallowgeno »

~#Mallow: -758
Allo: 948
~Shrek: 100

Jackpot: 500
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Post Post #11771 (isolation #2737) » Wed Oct 11, 2017 1:59 pm

Post by mallowgeno »

Original Roll String: 1d100
1 100-Sided Dice: (4) = 4
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Post Post #11772 (isolation #2738) » Wed Oct 11, 2017 1:59 pm

Post by mallowgeno »

~#Mallow: -358
Allo: 698
~Shrek: 350

Jackpot: 500
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Post Post #11775 (isolation #2739) » Wed Oct 11, 2017 3:10 pm

Post by mallowgeno »

Original Roll String: 1d100
1 100-Sided Dice: (80) = 80
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Post Post #11776 (isolation #2740) » Wed Oct 11, 2017 3:10 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: +100
11:
-200

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

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

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

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

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

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

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

59: +335
60: STEAL 250
61:
PROTECT

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

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

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

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

101:
PROTECT

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

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

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

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

121:
EVERYONE GO TO 420

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

124:
GO TO THE SCORE OF THE LEADER

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

137: Clear all symbols (except the ♣)
138: EVERYONE MERGE
139: Double your score, unless it would cause you to win, in which case you reset.

140: All players lose any negative symbols
141:
Pretty Lucky-
CHOOSE 1 of the following: Gain 3 symbols of your choice (excluding the clover)/
GO TO 750
/
JACKPOT!!!
. This cannot cause you to win.
142: MERGE with the
JACKPOT!!!

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

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

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

151. Express:
+100
. Now you can either roll 1d100 or stop. If you roll 1d100 and land on a space that will causes your score to decrease, RESET. If you roll a space that causes your score to stay or increase, you increase your score following the space's effect and you will get the offer to roll1d100 or stop again (and so on and so on until you stop or RESET due to bad roll)
152. Express
153: Accelerant: (Denoted by ">") Gain 3 ">" While you have this symbol, whenever you roll a die (legally), gain points equal to its die roll. After each roll lose 1 ">".
154: Insurance-Give all players a $. This blocks the next unlucky space you land on. Then gain +300
155: Portable Trick Die: Stackable, represented by "!". After any die roll (not just the initial one), you may spend 250 points and the ! to change the result by +/- 1.
156: Big Wheel - Roll a 1d20. After one "spin" you may choose to stop and claim 25x your result or respin for more points. If you go over 20 in two spins,
UNLUCKY
. If your first spin, or the combination of two spins, land exactly on 20, +1000 and a chance to do a "bonus spin", which if land on 1 or 3 you get a PROTECT, land on 20 gets an instant win (any other number in the bonus spin is worth nothing).
157: ROLL AGAIN, then ROLL AGAIN (again)
158: Russian Roulette: Roll a single die, the number of sides equal to the number of people currently playing. -1,000 for whoever it lands on.
159: RESET then roll 10d150. Gain the total.
160: For every 250 points you have, gain a
Critical Hit
.
161: Anti-Protect: The next time you would gain points (either through a reset, a positive space, or trying to steal/merge points) your score does not increase. These are stackable. (Represented by an '&' symbol.)
162:
+300

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

165:
GO TO 200
. Then gain a symbol no one else currently has of your choice
166: +25
167: Bowser Time-Roll 1d6. 1= -500, 2= EVERYONE -500, 3= Lose all your symbols, 4= EVERYONE MERGE, 5=
UNLUCKY
:( , 6=
JACKPOT!!!

168:
-200
but then gain a
#
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Post Post #11777 (isolation #2741) » Wed Oct 11, 2017 3:11 pm

Post by mallowgeno »

~#Mallow: -533
Allo: 698
~Shrek: 475

Jackpot: 500
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Post Post #11780 (isolation #2742) » Thu Oct 12, 2017 4:12 am

Post by mallowgeno »

Original Roll String: 1d100
1 100-Sided Dice: (93) = 93
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Post Post #11781 (isolation #2743) » Thu Oct 12, 2017 4:12 am

Post by mallowgeno »

#Mallow: 0
Allo: 698
~Shrek: 575

Jackpot: 600
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Post Post #11787 (isolation #2744) » Fri Oct 13, 2017 6:41 am

Post by mallowgeno »

Original Roll String: 1d168
1 168-Sided Dice: (111) = 111
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Post Post #11788 (isolation #2745) » Fri Oct 13, 2017 6:41 am

Post by mallowgeno »

#Mallow: 90
Allo: 698
~Shrek: 535

Jackpot: 700
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Post Post #11793 (isolation #2746) » Sat Oct 14, 2017 5:58 pm

Post by mallowgeno »

Original Roll String: 1d168
1 168-Sided Dice: (13) = 13
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Post Post #11794 (isolation #2747) » Sat Oct 14, 2017 5:59 pm

Post by mallowgeno »

#Mallow: 110
Allo: 698
~*Shrek: 635

Jackpot: 800
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Post Post #11799 (isolation #2748) » Mon Oct 16, 2017 2:57 am

Post by mallowgeno »

Original Roll String: 1d168
1 168-Sided Dice: (149) = 149
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Post Post #11800 (isolation #2749) » Mon Oct 16, 2017 2:57 am

Post by mallowgeno »

#Mallow: 210
Allo: 698
*Shrek: 785

Jackpot: 900

FINALLY FREE
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Post Post #11801 (isolation #2750) » Mon Oct 16, 2017 2:58 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: Create your own space
9: Create your own space
10: +100
11:
-200

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

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

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

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

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

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

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

59: +335
60: STEAL 250
61:
PROTECT

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

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

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

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

101:
PROTECT

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

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

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

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

121:
EVERYONE GO TO 420

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

124:
GO TO THE SCORE OF THE LEADER

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

137: Clear all symbols (except the ♣)
138: EVERYONE MERGE
139: Double your score, unless it would cause you to win, in which case you reset.

140: All players lose any negative symbols
141:
Pretty Lucky-
CHOOSE 1 of the following: Gain 3 symbols of your choice (excluding the clover)/
GO TO 750
/
JACKPOT!!!
. This cannot cause you to win.
142: MERGE with the
JACKPOT!!!

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

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

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

151. Express:
+100
. Now you can either roll 1d100 or stop. If you roll 1d100 and land on a space that will causes your score to decrease, RESET. If you roll a space that causes your score to stay or increase, you increase your score following the space's effect and you will get the offer to roll1d100 or stop again (and so on and so on until you stop or RESET due to bad roll)
152. Express
153: Accelerant: (Denoted by ">") Gain 3 ">" While you have this symbol, whenever you roll a die (legally), gain points equal to its die roll. After each roll lose 1 ">".
154: Insurance-Give all players a $. This blocks the next unlucky space you land on. Then gain +300
155: Portable Trick Die: Stackable, represented by "!". After any die roll (not just the initial one), you may spend 250 points and the ! to change the result by +/- 1.
156: Big Wheel - Roll a 1d20. After one "spin" you may choose to stop and claim 25x your result or respin for more points. If you go over 20 in two spins,
UNLUCKY
. If your first spin, or the combination of two spins, land exactly on 20, +1000 and a chance to do a "bonus spin", which if land on 1 or 3 you get a PROTECT, land on 20 gets an instant win (any other number in the bonus spin is worth nothing).
157: ROLL AGAIN, then ROLL AGAIN (again)
158: Russian Roulette: Roll a single die, the number of sides equal to the number of people currently playing. -1,000 for whoever it lands on.
159: RESET then roll 10d150. Gain the total.
160: For every 250 points you have, gain a
Critical Hit
.
161: Anti-Protect: The next time you would gain points (either through a reset, a positive space, or trying to steal/merge points) your score does not increase. These are stackable. (Represented by an '&' symbol.)
162:
+300

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

165:
GO TO 200
. Then gain a symbol no one else currently has of your choice
166: +25
167: Bowser Time-Roll 1d6. 1= -500, 2= EVERYONE -500, 3= Lose all your symbols, 4= EVERYONE MERGE, 5=
UNLUCKY
:( , 6=
JACKPOT!!!

168:
-200
but then gain a
#
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Post Post #11804 (isolation #2751) » Mon Oct 16, 2017 5:49 pm

Post by mallowgeno »

Original Roll String: 1d158
1 158-Sided Dice: (132) = 132
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Post Post #11805 (isolation #2752) » Mon Oct 16, 2017 5:51 pm

Post by mallowgeno »

#Mallow: -690
Allo: 698
*Shrek: 1185

Jackpot: 500
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Post Post #11808 (isolation #2753) » Tue Oct 17, 2017 6:08 am

Post by mallowgeno »

Original Roll String: 1d168
1 168-Sided Dice: (120) = 120
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Post Post #11809 (isolation #2754) » Tue Oct 17, 2017 6:08 am

Post by mallowgeno »

#Mallow: -600
Allo: 698
Shrek: 1185

Jackpot: 500
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Post Post #11822 (isolation #2755) » Wed Oct 18, 2017 6:30 pm

Post by mallowgeno »

Original Roll String: 1d168
1 168-Sided Dice: (141) = 141
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Post Post #11823 (isolation #2756) » Wed Oct 18, 2017 6:30 pm

Post by mallowgeno »

$#Mallow: -790
$Allo: 1092
$Shrek: 902
TK: 400

Jackpot: 300
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Post Post #11832 (isolation #2757) » Thu Oct 19, 2017 9:19 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: Create your own space
9: Create your own space
10: +100
11:
-200

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

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

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

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

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

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

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

59: +335
60: STEAL 250
61:
PROTECT

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

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

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

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

101:
PROTECT

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

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

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

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

121:
EVERYONE GO TO 420

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

124:
GO TO THE SCORE OF THE LEADER

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

137: Clear all symbols (except the ♣)
138: EVERYONE MERGE
139: Double your score, unless it would cause you to win, in which case you reset.

140: All players lose any negative symbols
141:
Pretty Lucky-
CHOOSE 1 of the following: Gain 3 symbols of your choice (excluding the clover)/
GO TO 750
/
JACKPOT!!!
. This cannot cause you to win.
142: MERGE with the
JACKPOT!!!

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

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

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

151. Express:
+100
. Now you can either roll 1d100 or stop. If you roll 1d100 and land on a space that will causes your score to decrease, RESET. If you roll a space that causes your score to stay or increase, you increase your score following the space's effect and you will get the offer to roll1d100 or stop again (and so on and so on until you stop or RESET due to bad roll)
152. Express
153: Accelerant: (Denoted by ">") Gain 3 ">" While you have this symbol, whenever you roll a die (legally), gain points equal to its die roll. After each roll lose 1 ">".
154: Insurance-Give all players a $. This blocks the next unlucky space you land on. Then gain +300
155: Portable Trick Die: Stackable, represented by "!". After any die roll (not just the initial one), you may spend 250 points and the ! to change the result by +/- 1.
156: Big Wheel - Roll a 1d20. After one "spin" you may choose to stop and claim 25x your result or respin for more points. If you go over 20 in two spins,
UNLUCKY
. If your first spin, or the combination of two spins, land exactly on 20, +1000 and a chance to do a "bonus spin", which if land on 1 or 3 you get a PROTECT, land on 20 gets an instant win (any other number in the bonus spin is worth nothing).
157: ROLL AGAIN, then ROLL AGAIN (again)
158: Russian Roulette: Roll a single die, the number of sides equal to the number of people currently playing. -1,000 for whoever it lands on.
159: RESET then roll 10d150. Gain the total.
160: For every 250 points you have, gain a
Critical Hit
.
161: Anti-Protect: The next time you would gain points (either through a reset, a positive space, or trying to steal/merge points) your score does not increase. These are stackable. (Represented by an '&' symbol.)
162:
+300

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

165:
GO TO 200
. Then gain a symbol no one else currently has of your choice
166: +25
167: Bowser Time-Roll 1d6. 1= -500, 2= EVERYONE -500, 3= Lose all your symbols, 4= EVERYONE MERGE, 5=
UNLUCKY
:( , 6=
JACKPOT!!!

168:
-200
but then gain a
#
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Post Post #11847 (isolation #2758) » Fri Oct 20, 2017 7:40 pm

Post by mallowgeno »

Original Roll String: 1d168
1 168-Sided Dice: (36) = 36
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Post Post #11848 (isolation #2759) » Fri Oct 20, 2017 7:41 pm

Post by mallowgeno »

$#Mallow: -345
$Allo: 1342
Shrek: 737
TK: 400
Cheery: 600

Jackpot: 575
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Post Post #11853 (isolation #2760) » Sat Oct 21, 2017 7:54 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: +100
11:
-200

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

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

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

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

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

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

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

59: +335
60: STEAL 250
61:
PROTECT

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

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

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

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

101:
PROTECT

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

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

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

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

121:
EVERYONE GO TO 420

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

124:
GO TO THE SCORE OF THE LEADER

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

137: Clear all symbols (except the ♣)
138: EVERYONE MERGE
139: Double your score, unless it would cause you to win, in which case you reset.

140: All players lose any negative symbols
141:
Pretty Lucky-
CHOOSE 1 of the following: Gain 3 symbols of your choice (excluding the clover)/
GO TO 750
/
JACKPOT!!!
. This cannot cause you to win.
142: MERGE with the
JACKPOT!!!

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

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

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

151. Express:
+100
. Now you can either roll 1d100 or stop. If you roll 1d100 and land on a space that will causes your score to decrease, RESET. If you roll a space that causes your score to stay or increase, you increase your score following the space's effect and you will get the offer to roll1d100 or stop again (and so on and so on until you stop or RESET due to bad roll)
152. Express
153: Accelerant: (Denoted by ">") Gain 3 ">" While you have this symbol, whenever you roll a die (legally), gain points equal to its die roll. After each roll lose 1 ">".
154: Insurance-Give all players a $. This blocks the next unlucky space you land on. Then gain +300
155: Portable Trick Die: Stackable, represented by "!". After any die roll (not just the initial one), you may spend 250 points and the ! to change the result by +/- 1.
156: Big Wheel - Roll a 1d20. After one "spin" you may choose to stop and claim 25x your result or respin for more points. If you go over 20 in two spins,
UNLUCKY
. If your first spin, or the combination of two spins, land exactly on 20, +1000 and a chance to do a "bonus spin", which if land on 1 or 3 you get a PROTECT, land on 20 gets an instant win (any other number in the bonus spin is worth nothing).
157: ROLL AGAIN, then ROLL AGAIN (again)
158: Russian Roulette: Roll a single die, the number of sides equal to the number of people currently playing. -1,000 for whoever it lands on.
159: RESET then roll 10d150. Gain the total.
160: For every 250 points you have, gain a
Critical Hit
.
161: Anti-Protect: The next time you would gain points (either through a reset, a positive space, or trying to steal/merge points) your score does not increase. These are stackable. (Represented by an '&' symbol.)
162:
+300

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

165:
GO TO 200
. Then gain a symbol no one else currently has of your choice
166: +25
167: Bowser Time-Roll 1d6. 1= -500, 2= EVERYONE -500, 3= Lose all your symbols, 4= EVERYONE MERGE, 5=
UNLUCKY
:( , 6=
JACKPOT!!!

168:
-200
but then gain a
#
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Post Post #11854 (isolation #2761) » Sat Oct 21, 2017 7:57 pm

Post by mallowgeno »

Original Roll String: 1d168
1 168-Sided Dice: (86) = 86
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Post Post #11855 (isolation #2762) » Sat Oct 21, 2017 7:57 pm

Post by mallowgeno »

ShreK:

Original Roll String: 1d168
1 168-Sided Dice: (121) = 121


Allo:

Original Roll String: 1d168
1 168-Sided Dice: (91) = 91
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Post Post #11856 (isolation #2763) » Sat Oct 21, 2017 7:58 pm

Post by mallowgeno »

I'll take Shrek's, Allo can use his roll:

$#Mallow: -245
$Allo: 1302
Shrek: 737
TK: 400
Cheery: 600

Jackpot: 675
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Post Post #11859 (isolation #2764) » Sun Oct 22, 2017 5:45 am

Post by mallowgeno »

Original Roll String: 1d168
1 168-Sided Dice: (36) = 36
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Post Post #11860 (isolation #2765) » Sun Oct 22, 2017 5:46 am

Post by mallowgeno »

$#Mallow: -120
♦$Allo: 200
Shrek: 737
TK: 400
Cheery: 600

Jackpot: 675
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Post Post #11873 (isolation #2766) » Mon Oct 23, 2017 2:41 am

Post by mallowgeno »

Happy Scum day DDC!

Original Roll String: 1d168
1 168-Sided Dice: (48) = 48
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Post Post #11874 (isolation #2767) » Mon Oct 23, 2017 2:41 am

Post by mallowgeno »

2x

Original Roll String: 1d168
1 168-Sided Dice: (14) = 14
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Post Post #11875 (isolation #2768) » Mon Oct 23, 2017 2:43 am

Post by mallowgeno »

6: Buffering-Gain 2(x) points where 'x' is equal to the page number we're on subtracted by 400
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Post Post #11876 (isolation #2769) » Mon Oct 23, 2017 2:43 am

Post by mallowgeno »

1: +400
2: Create your own space
3: Create your own space
4: Create your own space
5: +400
6: Buffering-Gain 2(x) points where 'x' is equal to the page number we're on subtracted by 400
7: Create your own space
8: Create your own space
9: Create your own space
10: +100
11:
-200

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

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

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

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

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

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

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

59: +335
60: STEAL 250
61:
PROTECT

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

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

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

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

101:
PROTECT

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

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

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

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

121:
EVERYONE GO TO 420

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

124:
GO TO THE SCORE OF THE LEADER

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

137: Clear all symbols (except the ♣)
138: EVERYONE MERGE
139: Double your score, unless it would cause you to win, in which case you reset.

140: All players lose any negative symbols
141:
Pretty Lucky-
CHOOSE 1 of the following: Gain 3 symbols of your choice (excluding the clover)/
GO TO 750
/
JACKPOT!!!
. This cannot cause you to win.
142: MERGE with the
JACKPOT!!!

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

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

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

151. Express:
+100
. Now you can either roll 1d100 or stop. If you roll 1d100 and land on a space that will causes your score to decrease, RESET. If you roll a space that causes your score to stay or increase, you increase your score following the space's effect and you will get the offer to roll1d100 or stop again (and so on and so on until you stop or RESET due to bad roll)
152. Express
153: Accelerant: (Denoted by ">") Gain 3 ">" While you have this symbol, whenever you roll a die (legally), gain points equal to its die roll. After each roll lose 1 ">".
154: Insurance-Give all players a $. This blocks the next unlucky space you land on. Then gain +300
155: Portable Trick Die: Stackable, represented by "!". After any die roll (not just the initial one), you may spend 250 points and the ! to change the result by +/- 1.
156: Big Wheel - Roll a 1d20. After one "spin" you may choose to stop and claim 25x your result or respin for more points. If you go over 20 in two spins,
UNLUCKY
. If your first spin, or the combination of two spins, land exactly on 20, +1000 and a chance to do a "bonus spin", which if land on 1 or 3 you get a PROTECT, land on 20 gets an instant win (any other number in the bonus spin is worth nothing).
157: ROLL AGAIN, then ROLL AGAIN (again)
158: Russian Roulette: Roll a single die, the number of sides equal to the number of people currently playing. -1,000 for whoever it lands on.
159: RESET then roll 10d150. Gain the total.
160: For every 250 points you have, gain a
Critical Hit
.
161: Anti-Protect: The next time you would gain points (either through a reset, a positive space, or trying to steal/merge points) your score does not increase. These are stackable. (Represented by an '&' symbol.)
162:
+300

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

165:
GO TO 200
. Then gain a symbol no one else currently has of your choice
166: +25
167: Bowser Time-Roll 1d6. 1= -500, 2= EVERYONE -500, 3= Lose all your symbols, 4= EVERYONE MERGE, 5=
UNLUCKY
:( , 6=
JACKPOT!!!

168:
-200
but then gain a
#
Last edited by mallowgeno on Tue Oct 24, 2017 1:14 am, edited 1 time in total.
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Post Post #11879 (isolation #2770) » Mon Oct 23, 2017 3:37 am

Post by mallowgeno »

Original Roll String: 1d168
1 168-Sided Dice: (8) = 8
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Post Post #11880 (isolation #2771) » Mon Oct 23, 2017 3:37 am

Post by mallowgeno »

$#Mallow: -175
♦$Allo: 0
3>Shrek: 25
TK: 0
Cheery: 0
DDC: 0

Jackpot: 625
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Post Post #11883 (isolation #2772) » Tue Oct 24, 2017 1:14 am

Post by mallowgeno »

Original Roll String: 1d168
1 168-Sided Dice: (45) = 45
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Post Post #11884 (isolation #2773) » Tue Oct 24, 2017 1:15 am

Post by mallowgeno »

Taking 100 from Shrek

$#Mallow: -75
♦$Allo: 0
2>Shrek: -70
TK: 0
Cheery: 0
DDC: 0

Jackpot: 625
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Post Post #11887 (isolation #2774) » Tue Oct 24, 2017 1:39 am

Post by mallowgeno »

Original Roll String: 1d168
1 168-Sided Dice: (93) = 93
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Post Post #11888 (isolation #2775) » Tue Oct 24, 2017 1:39 am

Post by mallowgeno »

♦$Mallow: -75
♦$Allo: -400
>Shrek: -416
TK: -400
Cheery: -400
DDC: -400

Jackpot: 625
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Post Post #11891 (isolation #2776) » Tue Oct 24, 2017 2:55 am

Post by mallowgeno »

Original Roll String: 1d168
1 168-Sided Dice: (128) = 128
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Post Post #11892 (isolation #2777) » Tue Oct 24, 2017 2:56 am

Post by mallowgeno »

~♦$Mallow: -68
♦$Allo: -400
Shrek: -603
TK: -400
Cheery: -400
DDC: -400

Jackpot: 625
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Post Post #11899 (isolation #2778) » Thu Oct 26, 2017 4:49 am

Post by mallowgeno »

Original Roll String: 1d168
1 168-Sided Dice: (66) = 66
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Post Post #11900 (isolation #2779) » Thu Oct 26, 2017 4:50 am

Post by mallowgeno »

Have to RR cause cripple

Original Roll String: 1d100
1 100-Sided Dice: (39) = 39
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Post Post #11901 (isolation #2780) » Thu Oct 26, 2017 4:50 am

Post by mallowgeno »

1: +400
2: Create your own space
3: Create your own space
4: Create your own space
5: +400
6: Buffering-Gain 2(x) points where 'x' is equal to the page number we're on subtracted by 400
7: Create your own space
8: Create your own space
9: Create your own space
10: +100
11:
-200

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

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

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

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

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

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

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

59: +335
60: STEAL 250
61:
PROTECT

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

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

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

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

101:
PROTECT

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

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

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

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

121:
EVERYONE GO TO 420

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

124:
GO TO THE SCORE OF THE LEADER

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

137: Clear all symbols (except the ♣)
138: EVERYONE MERGE
139: Double your score, unless it would cause you to win, in which case you reset.

140: All players lose any negative symbols
141:
Pretty Lucky-
CHOOSE 1 of the following: Gain 3 symbols of your choice (excluding the clover)/
GO TO 750
/
JACKPOT!!!
. This cannot cause you to win.
142: MERGE with the
JACKPOT!!!

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

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

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

151. Express:
+100
. Now you can either roll 1d100 or stop. If you roll 1d100 and land on a space that will causes your score to decrease, RESET. If you roll a space that causes your score to stay or increase, you increase your score following the space's effect and you will get the offer to roll1d100 or stop again (and so on and so on until you stop or RESET due to bad roll)
152. Express
153: Accelerant: (Denoted by ">") Gain 3 ">" While you have this symbol, whenever you roll a die (legally), gain points equal to its die roll. After each roll lose 1 ">".
154: Insurance-Give all players a $. This blocks the next unlucky space you land on. Then gain +300
155: Portable Trick Die: Stackable, represented by "!". After any die roll (not just the initial one), you may spend 250 points and the ! to change the result by +/- 1.
156: Big Wheel - Roll a 1d20. After one "spin" you may choose to stop and claim 25x your result or respin for more points. If you go over 20 in two spins,
UNLUCKY
. If your first spin, or the combination of two spins, land exactly on 20, +1000 and a chance to do a "bonus spin", which if land on 1 or 3 you get a PROTECT, land on 20 gets an instant win (any other number in the bonus spin is worth nothing).
157: ROLL AGAIN, then ROLL AGAIN (again)
158: Russian Roulette: Roll a single die, the number of sides equal to the number of people currently playing. -1,000 for whoever it lands on.
159: RESET then roll 10d150. Gain the total.
160: For every 250 points you have, gain a
Critical Hit
.
161: Anti-Protect: The next time you would gain points (either through a reset, a positive space, or trying to steal/merge points) your score does not increase. These are stackable. (Represented by an '&' symbol.)
162:
+300

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

165:
GO TO 200
. Then gain a symbol no one else currently has of your choice
166: +25
167: Bowser Time-Roll 1d6. 1= -500, 2= EVERYONE -500, 3= Lose all your symbols, 4= EVERYONE MERGE, 5=
UNLUCKY
:( , 6=
JACKPOT!!!

168:
-200
but then gain a
#
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Post Post #11902 (isolation #2781) » Thu Oct 26, 2017 4:50 am

Post by mallowgeno »

~♦$Mallow: -361
♦$Allo: -400
Shrek: -1073
TK: -400
Cheery: -400
DDC: -400

Jackpot: 625
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Post Post #11905 (isolation #2782) » Thu Oct 26, 2017 7:18 am

Post by mallowgeno »

Original Roll String: 1d100
1 100-Sided Dice: (78) = 78
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Post Post #11906 (isolation #2783) » Thu Oct 26, 2017 7:18 am

Post by mallowgeno »

~♦$Mallow: -4
♦$Allo: -400
Shrek: -1283
TK: -400
Cheery: -400
DDC: -400

Jackpot: 625
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Post Post #11909 (isolation #2784) » Fri Oct 27, 2017 10:32 am

Post by mallowgeno »

Original Roll String: 1d100
1 100-Sided Dice: (48) = 48
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Post Post #11910 (isolation #2785) » Fri Oct 27, 2017 10:33 am

Post by mallowgeno »

~♦$Mallow: 73
♦$Allo: -400
&Shrek: -1283
TK: -400
Cheery: -400
DDC: -400

Jackpot: 625
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Post Post #11924 (isolation #2786) » Tue Oct 31, 2017 5:38 am

Post by mallowgeno »

Original Roll String: 1d100
1 100-Sided Dice: (32) = 32
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Post Post #11925 (isolation #2787) » Tue Oct 31, 2017 5:40 am

Post by mallowgeno »

Goodie Bag-Everyone gets a *
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Post Post #11926 (isolation #2788) » Tue Oct 31, 2017 5:40 am

Post by mallowgeno »

1: +400
2: Create your own space
3: Goodie Bag-Everyone gets a
*

4: Create your own space
5: +400
6: Buffering-Gain 2(x) points where 'x' is equal to the page number we're on subtracted by 400
7: Create your own space
8: Create your own space
9: If your score is negative, make it positive. Otherwise, this space does nothing.
10: +100
11:
-200

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

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

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

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

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

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

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

59: +335
60: STEAL 250
61:
PROTECT

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

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

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

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

101:
PROTECT

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

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

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

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

121:
EVERYONE GO TO 420

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

124:
GO TO THE SCORE OF THE LEADER

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

137: Clear all symbols (except the ♣)
138: EVERYONE MERGE
139: Double your score, unless it would cause you to win, in which case you reset.

140: All players lose any negative symbols
141:
Pretty Lucky-
CHOOSE 1 of the following: Gain 3 symbols of your choice (excluding the clover)/
GO TO 750
/
JACKPOT!!!
. This cannot cause you to win.
142: MERGE with the
JACKPOT!!!

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

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

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

151. Express:
+100
. Now you can either roll 1d100 or stop. If you roll 1d100 and land on a space that will causes your score to decrease, RESET. If you roll a space that causes your score to stay or increase, you increase your score following the space's effect and you will get the offer to roll1d100 or stop again (and so on and so on until you stop or RESET due to bad roll)
152. Express
153: Accelerant: (Denoted by ">") Gain 3 ">" While you have this symbol, whenever you roll a die (legally), gain points equal to its die roll. After each roll lose 1 ">".
154: Insurance-Give all players a $. This blocks the next unlucky space you land on. Then gain +300
155: Portable Trick Die: Stackable, represented by "!". After any die roll (not just the initial one), you may spend 250 points and the ! to change the result by +/- 1.
156: Big Wheel - Roll a 1d20. After one "spin" you may choose to stop and claim 25x your result or respin for more points. If you go over 20 in two spins,
UNLUCKY
. If your first spin, or the combination of two spins, land exactly on 20, +1000 and a chance to do a "bonus spin", which if land on 1 or 3 you get a PROTECT, land on 20 gets an instant win (any other number in the bonus spin is worth nothing).
157: ROLL AGAIN, then ROLL AGAIN (again)
158: Russian Roulette: Roll a single die, the number of sides equal to the number of people currently playing. -1,000 for whoever it lands on.
159: RESET then roll 10d150. Gain the total.
160: For every 250 points you have, gain a
Critical Hit
.
161: Anti-Protect: The next time you would gain points (either through a reset, a positive space, or trying to steal/merge points) your score does not increase. These are stackable. (Represented by an '&' symbol.)
162:
+300

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

165:
GO TO 200
. Then gain a symbol no one else currently has of your choice
166: +25
167: Bowser Time-Roll 1d6. 1= -500, 2= EVERYONE -500, 3= Lose all your symbols, 4= EVERYONE MERGE, 5=
UNLUCKY
:( , 6=
JACKPOT!!!

168:
-200
but then gain a
#
Last edited by mallowgeno on Wed Nov 01, 2017 1:32 am, edited 1 time in total.
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Post Post #11929 (isolation #2789) » Tue Oct 31, 2017 7:12 am

Post by mallowgeno »

Original Roll String: 1d100
1 100-Sided Dice: (76) = 76
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Post Post #11930 (isolation #2790) » Tue Oct 31, 2017 7:13 am

Post by mallowgeno »

~♦$Mallow: 380
♦$Allo: -400
Shrek: -1953
TK: -615
Cheery: -400
DDC: -400

Jackpot: 500
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Post Post #11936 (isolation #2791) » Tue Oct 31, 2017 4:49 pm

Post by mallowgeno »

Original Roll String: 1d100
1 100-Sided Dice: (70) = 70
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Post Post #11937 (isolation #2792) » Tue Oct 31, 2017 4:50 pm

Post by mallowgeno »

~♦$Mallow: 477
♦$Allo: -400
Shrek: -1883
TK: -615
Cheery: -400
DDC: -400

Jackpot: 500
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Post Post #11940 (isolation #2793) » Wed Nov 01, 2017 1:32 am

Post by mallowgeno »

Original Roll String: 1d100
1 100-Sided Dice: (31) = 31
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Post Post #11941 (isolation #2794) » Wed Nov 01, 2017 1:32 am

Post by mallowgeno »

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

Jackpot: 500
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Post Post #11947 (isolation #2795) » Wed Nov 01, 2017 9:52 am

Post by mallowgeno »

Original Roll String: 1d168
1 168-Sided Dice: (20) = 20
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Post Post #11948 (isolation #2796) » Wed Nov 01, 2017 9:52 am

Post by mallowgeno »

♦$Mallow: 476
♦$Allo: -400
Shrek: -1953
TK: -615
Cheery: -400
DDC: -400

Jackpot: 500
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Post Post #11960 (isolation #2797) » Sun Nov 05, 2017 4:21 am

Post by mallowgeno »

Original Roll String: 1d168
1 168-Sided Dice: (1) = 1
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Post Post #11961 (isolation #2798) » Sun Nov 05, 2017 4:22 am

Post by mallowgeno »

1: +400
2: Create your own space
3: Goodie Bag-Everyone gets a
*

4: Create your own space
5: +400
6: Buffering-Gain 2(x) points where 'x' is equal to the page number we're on subtracted by 400
7: If you don’t already have one, gain a Anti-Jack (denoted by a
`
) While you have it, any
UNLUCKY
:(s become
JACKPOT!!!
s and any
JACKPOT!!!
s become
UNLUCKY
:(s. If you already have an Anti-Jack, remove it.
8: Create your own space
9: If your score is negative, make it positive. Otherwise, this space does nothing.
10: +100
11:
-200

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

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

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

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

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

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

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

59: +335
60: STEAL 250
61:
PROTECT

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

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

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

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

101:
PROTECT

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

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

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

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

121:
EVERYONE GO TO 420

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

124:
GO TO THE SCORE OF THE LEADER

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

137: Clear all symbols (except the ♣)
138: EVERYONE MERGE
139: Double your score, unless it would cause you to win, in which case you reset.

140: All players lose any negative symbols
141:
Pretty Lucky-
CHOOSE 1 of the following: Gain 3 symbols of your choice (excluding the clover)/
GO TO 750
/
JACKPOT!!!
. This cannot cause you to win.
142: MERGE with the
JACKPOT!!!

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

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

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

151. Express:
+100
. Now you can either roll 1d100 or stop. If you roll 1d100 and land on a space that will causes your score to decrease, RESET. If you roll a space that causes your score to stay or increase, you increase your score following the space's effect and you will get the offer to roll1d100 or stop again (and so on and so on until you stop or RESET due to bad roll)
152. Express
153: Accelerant: (Denoted by ">") Gain 3 ">" While you have this symbol, whenever you roll a die (legally), gain points equal to its die roll. After each roll lose 1 ">".
154: Insurance-Give all players a $. This blocks the next unlucky space you land on. Then gain +300
155: Portable Trick Die: Stackable, represented by "!". After any die roll (not just the initial one), you may spend 250 points and the ! to change the result by +/- 1.
156: Big Wheel - Roll a 1d20. After one "spin" you may choose to stop and claim 25x your result or respin for more points. If you go over 20 in two spins,
UNLUCKY
. If your first spin, or the combination of two spins, land exactly on 20, +1000 and a chance to do a "bonus spin", which if land on 1 or 3 you get a PROTECT, land on 20 gets an instant win (any other number in the bonus spin is worth nothing).
157: ROLL AGAIN, then ROLL AGAIN (again)
158: Russian Roulette: Roll a single die, the number of sides equal to the number of people currently playing. -1,000 for whoever it lands on.
159: RESET then roll 10d150. Gain the total.
160: For every 250 points you have, gain a
Critical Hit
.
161: Anti-Protect: The next time you would gain points (either through a reset, a positive space, or trying to steal/merge points) your score does not increase. These are stackable. (Represented by an '&' symbol.)
162:
+300

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

165:
GO TO 200
. Then gain a symbol no one else currently has of your choice
166: +25
167: Bowser Time-Roll 1d6. 1= -500, 2= EVERYONE -500, 3= Lose all your symbols, 4= EVERYONE MERGE, 5=
UNLUCKY
:( , 6=
JACKPOT!!!

168:
-200
but then gain a
#
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Post Post #11962 (isolation #2799) » Sun Nov 05, 2017 4:22 am

Post by mallowgeno »

♦$Mallow: 323
♦$Allo: -560
Shrek: -2413
TK: -765
Cheery: -560
DDC: -560

Jackpot: 650
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