Race to 1500! (Game 109)

For completed/abandoned Mish Mash Games.
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13674 (isolation #1600) » Fri Jun 01, 2018 8:22 am

Post by JerryArr »

Divide by...

Original Roll String: 1d5
1 5-Sided Dice: (5) = 5


And multiply by...

Original Roll String: 1d3
1 3-Sided Dice: (3) = 3
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13675 (isolation #1601) » Fri Jun 01, 2018 8:22 am

Post by JerryArr »

NotAJumbleOfNumbers: -200
*^^#Mallow: 190
*Irrelephant11: 178
JerryArr: 185
Jackal711: 203

Jackpot: 950
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13678 (isolation #1602) » Fri Jun 01, 2018 2:30 pm

Post by JerryArr »

1: +400
2: Create your own space
3: Create your own space
4: Roll again, but apply the result to the player of your choice, yourself included.
5: Create your own space
6: Create your own space
7: Create your own space
8: Create your own space
9: Create your own space
10: Create your own space
11:
-200

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

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

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

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

38: +500
39: -500
40: +100
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 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. If you did, 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
#

169: Portable Trick Die (!)
170: Trade one symbol with another player if possible (excluding Lucky Start).
171: LEND 100: Give 100 to another player.
172: Builder-Change a 'Create your own space' into something of your choice. Then activate a space 2-10 that isn't a 'create your own space' that isn't the one you just made
173: Swap Roll-Revert the score and symbols of the last player who rolled to what they had before their turn. You now take the result of their turn.
174:
Equalizer
- Roll a 30d50. Everyone merges with the generated value. (Example at .)
175:
JACKPOT!!!

176: Symbol Shop 2.0-You may purchase up to 1 of each of the following for the listed price; * for -100, ♦ for -30, # for -100, ^ for -150, 3 of > for -150, ! for -200, + for -50 OR buy all for -500
177: Take the last 3 numbers in the post number you rolled the die for and multiply them together (If there is a 0 change it to a '5'). If the number is even add it to your score. If it's odd subtract it from your score.
178: Divide your score by [1d5], then multiply it by [1d3].
179: Convert all your symbols into 2 Accelerants for each symbol.
180:
Anti-Cripple:
As long as you have this roll 1d<current dice size - 100>, add 100, and use the result as your roll. This is lost if you are at or go below 0. This symbol is represented by §. Cripples and Anti-Cripples remove each other.
181: Night Bonus-If it is between 6PM and 6AM in your timezone when your die is rolled, gain
+300
. Otherwise, lose
-300

182: Multiply the digits of your current score and add the total to your score.
183: Roll again, but apply the effects one above and one below in addition to the normal effect, wrapping around if needed.
Last edited by JerryArr on Fri Jun 01, 2018 2:58 pm, edited 1 time in total.
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13679 (isolation #1603) » Fri Jun 01, 2018 2:30 pm

Post by JerryArr »

Original Roll String: 1d183
1 183-Sided Dice: (116) = 116
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13680 (isolation #1604) » Fri Jun 01, 2018 2:31 pm

Post by JerryArr »

~NotAJumbleOfNumbers: -200
*^^#Mallow: 190
*Irrelephant11: 178
JerryArr: 545
Jackal711: 203

Jackpot: 950
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13683 (isolation #1605) » Fri Jun 01, 2018 2:36 pm

Post by JerryArr »

Original Roll String: 1d183
1 183-Sided Dice: (75) = 75
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13684 (isolation #1606) » Fri Jun 01, 2018 2:38 pm

Post by JerryArr »

4 is now: "Roll again, but apply the result to the player of your choice, yourself included."
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13687 (isolation #1607) » Fri Jun 01, 2018 2:54 pm

Post by JerryArr »

Original Roll String: 1d183
1 183-Sided Dice: (83) = 83
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13688 (isolation #1608) » Fri Jun 01, 2018 2:55 pm

Post by JerryArr »

Original Roll String: 30d50
30 50-Sided Dice: (44, 21, 2, 47, 16, 35, 12, 22, 24, 40, 10, 45, 13, 2, 43, 5, 42, 48, 31, 45, 34, 34, 25, 46, 27, 26, 23, 17, 37, 24) = 840
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13689 (isolation #1609) » Fri Jun 01, 2018 2:57 pm

Post by JerryArr »

~NotAJumbleOfNumbers: 336
*^^#Mallow: 491
*Irrelephant11: 485
JerryArr: 669
Jackal711: 498

Jackpot: 950
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13700 (isolation #1610) » Sat Jun 02, 2018 5:59 am

Post by JerryArr »

Original Roll String: 1d183
1 183-Sided Dice: (120) = 120
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13701 (isolation #1611) » Sat Jun 02, 2018 6:00 am

Post by JerryArr »

1: +400
2: Create your own space
3: Create your own space
4: Roll again, but apply the result to the player of your choice, yourself included.
5: Create your own space
6: Create your own space
7: Create your own space
8: Create your own space
9: Create your own space
10: Create your own space
11:
-200

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

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

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

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

38: +500
39: -500
40: +100
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 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. If you did, 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
#

169: Portable Trick Die (!)
170: Trade one symbol with another player if possible (excluding Lucky Start).
171: LEND 100: Give 100 to another player.
172: Builder-Change a 'Create your own space' into something of your choice. Then activate a space 2-10 that isn't a 'create your own space' that isn't the one you just made
173: Swap Roll-Revert the score and symbols of the last player who rolled to what they had before their turn. You now take the result of their turn.
174:
Equalizer
- Roll a 30d50. Everyone merges with the generated value. (Example at .)
175:
JACKPOT!!!

176: Symbol Shop 2.0-You may purchase up to 1 of each of the following for the listed price; * for -100, ♦ for -30, # for -100, ^ for -150, 3 of > for -150, ! for -200, + for -50 OR buy all for -500
177: Take the last 3 numbers in the post number you rolled the die for and multiply them together (If there is a 0 change it to a '5'). If the number is even add it to your score. If it's odd subtract it from your score.
178: Divide your score by [1d5], then multiply it by [1d3].
179: Convert all your symbols into 2 Accelerants for each symbol.
180:
Anti-Cripple:
As long as you have this roll 1d<current dice size - 100>, add 100, and use the result as your roll. This is lost if you are at or go below 0. This symbol is represented by §. Cripples and Anti-Cripples remove each other.
181: Night Bonus-If it is between 6PM and 6AM in your timezone when your die is rolled, gain
+300
. Otherwise, lose
-300

182: Multiply the digits of your current score and add the total to your score.
183: Roll again, but apply the effects one above and one below in addition to the normal effect, wrapping around if needed.
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13702 (isolation #1612) » Sat Jun 02, 2018 6:01 am

Post by JerryArr »

Oh

~NotAJumbleOfNumbers: 286
*^^#Mallow: 491
*Irrelephant11: 485
JerryArr: -431
Jackal711: 1048

Jackpot: 500
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13707 (isolation #1613) » Sat Jun 02, 2018 11:54 am

Post by JerryArr »

Original Roll String: 1d183
1 183-Sided Dice: (157) = 157
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13708 (isolation #1614) » Sat Jun 02, 2018 11:55 am

Post by JerryArr »

NotAJumbleOfNumbers: -210
*^^#Mallow: 491
*Irrelephant11: 485
^JerryArr: -431
Jackal711: 0

Jackpot: 500
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13738 (isolation #1615) » Tue Jun 05, 2018 6:48 am

Post by JerryArr »

Original Roll String: 1d183
1 183-Sided Dice: (152) = 152
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13739 (isolation #1616) » Tue Jun 05, 2018 6:50 am

Post by JerryArr »

10 becomes "Roll again. If you hit a positive space, the player in last place also gets the effect."

I'll activate 4.

Original Roll String: 1d183
1 183-Sided Dice: (102) = 102
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13740 (isolation #1617) » Tue Jun 05, 2018 6:51 am

Post by JerryArr »

I'll let Irrelephant have that one.

NotAJumbleOfNumbers: -260
^Mallow: -475
*~Irrelephant11: 485
^JerryArr: -331
!Jackal711: 400

Jackpot: 700
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13743 (isolation #1618) » Tue Jun 05, 2018 11:42 am

Post by JerryArr »

Original Roll String: 1d183
1 183-Sided Dice: (58) = 58
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13744 (isolation #1619) » Tue Jun 05, 2018 11:44 am

Post by JerryArr »

NotAJumbleOfNumbers: -560
^Mallow: -475
*~Irrelephant11: 485
^JerryArr: -336
!Jackal711: 400

Jackpot: 400
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13751 (isolation #1620) » Tue Jun 05, 2018 1:49 pm

Post by JerryArr »

1: +400
2: Create your own space
3: Create your own space
4: Roll again, but apply the result to the player of your choice, yourself included.
5: Create your own space
6: Roll again, but apply the result to the player of your choice, yourself included.
7: Create your own space
8: Create your own space
9: Create your own space
10: Roll again. If you hit a positive space, the player in last place also gets the effect.
11:
-200

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

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

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

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

38: +500
39: -500
40: +100
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 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. If you did, 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
#

169: Portable Trick Die (!)
170: Trade one symbol with another player if possible (excluding Lucky Start).
171: LEND 100: Give 100 to another player.
172: Builder-Change a 'Create your own space' into something of your choice. Then activate a space 2-10 that isn't a 'create your own space' that isn't the one you just made
173: Swap Roll-Revert the score and symbols of the last player who rolled to what they had before their turn. You now take the result of their turn.
174:
Equalizer
- Roll a 30d50. Everyone merges with the generated value. (Example at .)
175:
JACKPOT!!!

176: Symbol Shop 2.0-You may purchase up to 1 of each of the following for the listed price; * for -100, ♦ for -30, # for -100, ^ for -150, 3 of > for -150, ! for -200, + for -50 OR buy all for -500
177: Take the last 3 numbers in the post number you rolled the die for and multiply them together (If there is a 0 change it to a '5'). If the number is even add it to your score. If it's odd subtract it from your score.
178: Divide your score by [1d5], then multiply it by [1d3].
179: Convert all your symbols into 2 Accelerants for each symbol.
180:
Anti-Cripple:
As long as you have this roll 1d<current dice size - 100>, add 100, and use the result as your roll. This is lost if you are at or go below 0. This symbol is represented by §. Cripples and Anti-Cripples remove each other.
181: Night Bonus-If it is between 6PM and 6AM in your timezone when your die is rolled, gain
+300
. Otherwise, lose
-300

182: Multiply the digits of your current score and add the total to your score.
183: Roll again, but apply the effects one above and one below in addition to the normal effect, wrapping around if needed.
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13752 (isolation #1621) » Tue Jun 05, 2018 1:49 pm

Post by JerryArr »

Original Roll String: 1d183
1 183-Sided Dice: (99) = 99
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13756 (isolation #1622) » Tue Jun 05, 2018 1:51 pm

Post by JerryArr »

NotAJumbleOfNumbers: -630
^Mallow: -475
*~Irrelephant11: 485
^JerryArr: 14
!Jackal711: 400

Jackpot: 400
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13793 (isolation #1623) » Wed Jun 06, 2018 2:06 pm

Post by JerryArr »

Original Roll String: 1d183
1 183-Sided Dice: (77) = 77
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13794 (isolation #1624) » Wed Jun 06, 2018 2:06 pm

Post by JerryArr »

♦%◉NotAJumbleOfNumbers: -113
^Mallow: -765
*~Irrelephant11: 585
^JerryArr: 231
Jackal711: -765
Ircher: 300

Jackpot: 831
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13797 (isolation #1625) » Wed Jun 06, 2018 2:15 pm

Post by JerryArr »

Original Roll String: 1d183
1 183-Sided Dice: (17) = 17
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13798 (isolation #1626) » Wed Jun 06, 2018 2:16 pm

Post by JerryArr »

♦%◉NotAJumbleOfNumbers: 107
^Mallow: -652
*~Irrelephant11: 698
>>>!^#JerryArr: -106
Jackal711: -652
Ircher: 413

Jackpot: 831
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13801 (isolation #1627) » Wed Jun 06, 2018 2:58 pm

Post by JerryArr »

1: +400
2: Create your own space
3: Create your own space
4: Roll again, but apply the result to the player of your choice, yourself included.
5: Create your own space
6: Roll again, but apply the result to the player of your choice, yourself included.
7: Create your own space
8: Create your own space
9: Create your own space
10: Roll again. If you hit a positive space, the player in last place also gets the effect.
11:
-200

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

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

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

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

38: +500
39: -500
40: +100
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 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. If you did, 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
#

169: Portable Trick Die (!)
170: Trade one symbol with another player if possible (excluding Lucky Start).
171: LEND 100: Give 100 to another player.
172: Builder-Change a 'Create your own space' into something of your choice. Then activate a space 2-10 that isn't a 'create your own space' that isn't the one you just made
173: Swap Roll-Revert the score and symbols of the last player who rolled to what they had before their turn. You now take the result of their turn.
174:
Equalizer
- Roll a 30d50. Everyone merges with the generated value. (Example at .)
175:
JACKPOT!!!

176: Symbol Shop 2.0-You may purchase up to 1 of each of the following for the listed price; * for -100, ♦ for -30, # for -100, ^ for -150, 3 of > for -150, ! for -200, + for -50 OR buy all for -500
177: Take the last 3 numbers in the post number you rolled the die for and multiply them together (If there is a 0 change it to a '5'). If the number is even add it to your score. If it's odd subtract it from your score.
178: Divide your score by [1d5], then multiply it by [1d3].
179: Convert all your symbols into 2 Accelerants for each symbol.
180:
Anti-Cripple:
As long as you have this roll 1d<current dice size - 100>, add 100, and use the result as your roll. This is lost if you are at or go below 0. This symbol is represented by §. Cripples and Anti-Cripples remove each other.
181: Night Bonus-If it is between 6PM and 6AM in your timezone when your die is rolled, gain
+300
. Otherwise, lose
-300

182: Multiply the digits of your current score and add the total to your score.
183: Roll again, but apply the effects one above and one below in addition to the normal effect, wrapping around if needed.
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13802 (isolation #1628) » Wed Jun 06, 2018 2:58 pm

Post by JerryArr »

Original Roll String: 1d183
1 183-Sided Dice: (130) = 130
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13803 (isolation #1629) » Wed Jun 06, 2018 2:59 pm

Post by JerryArr »

Original Roll String: 1d183
1 183-Sided Dice: (159) = 159
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13804 (isolation #1630) » Wed Jun 06, 2018 3:00 pm

Post by JerryArr »

No thank you, using the Super Protect

Original Roll String: 1d183
1 183-Sided Dice: (169) = 169
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13805 (isolation #1631) » Wed Jun 06, 2018 3:01 pm

Post by JerryArr »

♦^%◉NotAJumbleOfNumbers: -36
^Mallow: -652
*~Irrelephant11: 698
!#JerryArr: 409
Jackal711: -652
Ircher: 413

Jackpot: 931
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13808 (isolation #1632) » Wed Jun 06, 2018 3:04 pm

Post by JerryArr »

Original Roll String: 1d183
1 183-Sided Dice: (16) = 16
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13809 (isolation #1633) » Wed Jun 06, 2018 3:04 pm

Post by JerryArr »

Treble roll!

Original Roll String: 1d183
1 183-Sided Dice: (39) = 39
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13811 (isolation #1634) » Wed Jun 06, 2018 3:06 pm

Post by JerryArr »

Trick die to 133, down to 159 points, 9x roll, yeehaw!

Original Roll String: 1d183
1 183-Sided Dice: (110) = 110
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13812 (isolation #1635) » Wed Jun 06, 2018 3:07 pm

Post by JerryArr »

lol

♦^%◉NotAJumbleOfNumbers: 121
^Mallow: -652
*~Irrelephant11: 698
!!!!!!!!!JerryArr: 159
Jackal711: -652
Ircher: 413

Jackpot: 931
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13814 (isolation #1636) » Wed Jun 06, 2018 3:09 pm

Post by JerryArr »

Original Roll String: 1d183
1 183-Sided Dice: (117) = 117
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13815 (isolation #1637) » Wed Jun 06, 2018 3:10 pm

Post by JerryArr »

♦^%◉NotAJumbleOfNumbers: 283
^Mallow: -652
*~Irrelephant11: 698
!!!!!!!!!♣JerryArr: 159
Jackal711: -652
Ircher: 413

Jackpot: 93
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13818 (isolation #1638) » Wed Jun 06, 2018 3:22 pm

Post by JerryArr »

Jackpot should be at 931, my apologies

Original Roll String: 1d183
1 183-Sided Dice: (47) = 47
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13819 (isolation #1639) » Wed Jun 06, 2018 3:24 pm

Post by JerryArr »

Mallow can have one my my excess !'s

♦^%%◉NotAJumbleOfNumbers: 618
!Mallow: -652
*~Irrelephant11: 698
!!!!!!!!^♣JerryArr: 159
Jackal711: -652
Ircher: 413

Jackpot: 931
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13822 (isolation #1640) » Wed Jun 06, 2018 3:32 pm

Post by JerryArr »

Original Roll String: 1d183
1 183-Sided Dice: (48) = 48
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13823 (isolation #1641) » Wed Jun 06, 2018 3:34 pm

Post by JerryArr »

I'll trick die to 159

Original Roll String: 10d150
10 150-Sided Dice: (65, 117, 72, 21, 32, 71, 9, 104, 43, 63) = 597
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13824 (isolation #1642) » Wed Jun 06, 2018 3:35 pm

Post by JerryArr »

♦^◉NotAJumbleOfNumbers: 925
!Mallow: -652
*Irrelephant11: 698
!!!!!!!^♣JerryArr: 953
Jackal711: -652
Ircher: 413

Jackpot: 931
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13827 (isolation #1643) » Wed Jun 06, 2018 3:38 pm

Post by JerryArr »

Original Roll String: 1d183
1 183-Sided Dice: (73) = 73
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13828 (isolation #1644) » Wed Jun 06, 2018 3:40 pm

Post by JerryArr »

That's game, Hendrix!

♦^◉NotAJumbleOfNumbers: 1182
!Mallow: -652
*Irrelephant11: 698
!!!!!!!^♣JerryArr: 1884

Jackal711: -652
Ircher: 413

Jackpot: 500
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13830 (isolation #1645) » Wed Jun 06, 2018 3:51 pm

Post by JerryArr »

Simpsons quote

184 is "Wacky Pack: Roll 4 dice. Activate the rolls in the order you rolled them, however, you must double one, pick another player to take one, keep one normal, and ignore one."

First roll time!

Original Roll String: 1d184
1 184-Sided Dice: (136) = 136
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13832 (isolation #1646) » Wed Jun 06, 2018 3:54 pm

Post by JerryArr »

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

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

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

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

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

38: +500
39: -500
40: +100
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 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. If you did, 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
#

169: Portable Trick Die (!)
170: Trade one symbol with another player if possible (excluding Lucky Start).
171: LEND 100: Give 100 to another player.
172: Builder-Change a 'Create your own space' into something of your choice. Then activate a space 2-10 that isn't a 'create your own space' that isn't the one you just made
173: Swap Roll-Revert the score and symbols of the last player who rolled to what they had before their turn. You now take the result of their turn.
174:
Equalizer
- Roll a 30d50. Everyone merges with the generated value. (Example at .)
175:
JACKPOT!!!

176: Symbol Shop 2.0-You may purchase up to 1 of each of the following for the listed price; * for -100, ♦ for -30, # for -100, ^ for -150, 3 of > for -150, ! for -200, + for -50 OR buy all for -500
177: Take the last 3 numbers in the post number you rolled the die for and multiply them together (If there is a 0 change it to a '5'). If the number is even add it to your score. If it's odd subtract it from your score.
178: Divide your score by [1d5], then multiply it by [1d3].
179: Convert all your symbols into 2 Accelerants for each symbol.
180:
Anti-Cripple:
As long as you have this roll 1d<current dice size - 100>, add 100, and use the result as your roll. This is lost if you are at or go below 0. This symbol is represented by §. Cripples and Anti-Cripples remove each other.
181: Night Bonus-If it is between 6PM and 6AM in your timezone when your die is rolled, gain
+300
. Otherwise, lose
-300

182: Multiply the digits of your current score and add the total to your score.
183: Roll again, but apply the effects one above and one below in addition to the normal effect, wrapping around if needed.
184: Wacky Pack: Roll 4 dice. Activate the rolls in the order you rolled them, however, you must double one, pick another player to take one, keep one normal, and ignore one.
Last edited by JerryArr on Wed Jun 06, 2018 4:09 pm, edited 1 time in total.
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13847 (isolation #1647) » Thu Jun 07, 2018 11:43 am

Post by JerryArr »

Original Roll String: 1d184
1 184-Sided Dice: (163) = 163
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13848 (isolation #1648) » Thu Jun 07, 2018 11:44 am

Post by JerryArr »

Original Roll String: 1d20
1 20-Sided Dice: (17) = 17
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13849 (isolation #1649) » Thu Jun 07, 2018 11:44 am

Post by JerryArr »

I'll try another "spin".

Original Roll String: 1d20
1 20-Sided Dice: (17) = 17
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13850 (isolation #1650) » Thu Jun 07, 2018 11:45 am

Post by JerryArr »

$JerryArr: 306
$NotAJumbleOfNumbers: 741
$♣Irrelephant11: 731
$♦Jackal711: 731

Jackpot: 500
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13853 (isolation #1651) » Thu Jun 07, 2018 12:48 pm

Post by JerryArr »

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

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

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

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

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

38: +500
39: -500
40: +100
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 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. If you did, 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
#

169: Portable Trick Die (!)
170: Trade one symbol with another player if possible (excluding Lucky Start).
171: LEND 100: Give 100 to another player.
172: Builder-Change a 'Create your own space' into something of your choice. Then activate a space 2-10 that isn't a 'create your own space' that isn't the one you just made
173: Swap Roll-Revert the score and symbols of the last player who rolled to what they had before their turn. You now take the result of their turn.
174:
Equalizer
- Roll a 30d50. Everyone merges with the generated value. (Example at .)
175:
JACKPOT!!!

176: Symbol Shop 2.0-You may purchase up to 1 of each of the following for the listed price; * for -100, ♦ for -30, # for -100, ^ for -150, 3 of > for -150, ! for -200, + for -50 OR buy all for -500
177: Take the last 3 numbers in the post number you rolled the die for and multiply them together (If there is a 0 change it to a '5'). If the number is even add it to your score. If it's odd subtract it from your score.
178: Divide your score by [1d5], then multiply it by [1d3].
179: Convert all your symbols into 2 Accelerants for each symbol.
180:
Anti-Cripple:
As long as you have this roll 1d<current dice size - 100>, add 100, and use the result as your roll. This is lost if you are at or go below 0. This symbol is represented by §. Cripples and Anti-Cripples remove each other.
181: Night Bonus-If it is between 6PM and 6AM in your timezone when your die is rolled, gain
+300
. Otherwise, lose
-300

182: Multiply the digits of your current score and add the total to your score.
183: Roll again, but apply the effects one above and one below in addition to the normal effect, wrapping around if needed.
184: Wacky Pack: Roll 4 dice. Activate the rolls in the order you rolled them, however, you must double one, pick another player to take one, keep one normal, and ignore one.
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13854 (isolation #1652) » Thu Jun 07, 2018 12:49 pm

Post by JerryArr »

Original Roll String: 1d184
1 184-Sided Dice: (25) = 25
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13855 (isolation #1653) » Thu Jun 07, 2018 12:49 pm

Post by JerryArr »

700 buds!

$JerryArr: 706
$NotAJumbleOfNumbers: 746
$♣Irrelephant11: 731
$♦Jackal711: 731

Jackpot: 500
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13860 (isolation #1654) » Thu Jun 07, 2018 2:34 pm

Post by JerryArr »

Original Roll String: 1d184
1 184-Sided Dice: (135) = 135
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13861 (isolation #1655) » Thu Jun 07, 2018 2:34 pm

Post by JerryArr »

$JerryArr: 1206
$NotAJumbleOfNumbers: 766
$♣Irrelephant11: 1462
$♦Jackal711: 731

Jackpot: 500
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13864 (isolation #1656) » Thu Jun 07, 2018 3:01 pm

Post by JerryArr »

Original Roll String: 1d184
1 184-Sided Dice: (165) = 165
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13865 (isolation #1657) » Thu Jun 07, 2018 3:02 pm

Post by JerryArr »

$JerryArr: 1256
NotAJumbleOfNumbers: 766
$♣Irrelephant11: 1462
$♦Jackal711: 731

Jackpot: 500
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13877 (isolation #1658) » Fri Jun 08, 2018 6:48 am

Post by JerryArr »

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

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

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

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

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

38: +500
39: -500
40: +100
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 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. If you did, 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
#

169: Portable Trick Die (!)
170: Trade one symbol with another player if possible (excluding Lucky Start).
171: LEND 100: Give 100 to another player.
172: Builder-Change a 'Create your own space' into something of your choice. Then activate a space 2-10 that isn't a 'create your own space' that isn't the one you just made
173: Swap Roll-Revert the score and symbols of the last player who rolled to what they had before their turn. You now take the result of their turn.
174:
Equalizer
- Roll a 30d50. Everyone merges with the generated value. (Example at .)
175:
JACKPOT!!!

176: Symbol Shop 2.0-You may purchase up to 1 of each of the following for the listed price; * for -100, ♦ for -30, # for -100, ^ for -150, 3 of > for -150, ! for -200, + for -50 OR buy all for -500
177: Take the last 3 numbers in the post number you rolled the die for and multiply them together (If there is a 0 change it to a '5'). If the number is even add it to your score. If it's odd subtract it from your score.
178: Divide your score by [1d5], then multiply it by [1d3].
179: Convert all your symbols into 2 Accelerants for each symbol.
180:
Anti-Cripple:
As long as you have this roll 1d<current dice size - 100>, add 100, and use the result as your roll. This is lost if you are at or go below 0. This symbol is represented by §. Cripples and Anti-Cripples remove each other.
181: Night Bonus-If it is between 6PM and 6AM in your timezone when your die is rolled, gain
+300
. Otherwise, lose
-300

182: Multiply the digits of your current score and add the total to your score.
183: Roll again, but apply the effects one above and one below in addition to the normal effect, wrapping around if needed.
184: Wacky Pack: Roll 4 dice. Activate the rolls in the order you rolled them, however, you must double one, pick another player to take one, keep one normal, and ignore one.
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13878 (isolation #1659) » Fri Jun 08, 2018 6:49 am

Post by JerryArr »

Original Roll String: 1d184
1 184-Sided Dice: (164) = 164
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13879 (isolation #1660) » Fri Jun 08, 2018 6:49 am

Post by JerryArr »

$JerryArr: 1256
♦NotAJumbleOfNumbers: 1066
$♣Irrelephant11: 1162
*$♦Jackal711: 514

Jackpot: 500
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13882 (isolation #1661) » Fri Jun 08, 2018 7:43 am

Post by JerryArr »

Original Roll String: 1d184
1 184-Sided Dice: (177) = 177
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13883 (isolation #1662) » Fri Jun 08, 2018 7:44 am

Post by JerryArr »

$JerryArr: 915
♦NotAJumbleOfNumbers: 1066
$♣Irrelephant11: 1162
*$♦Jackal711: 892

Jackpot: 500
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13888 (isolation #1663) » Fri Jun 08, 2018 11:34 am

Post by JerryArr »

Original Roll String: 1d184
1 184-Sided Dice: (142) = 142
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13889 (isolation #1664) » Fri Jun 08, 2018 11:34 am

Post by JerryArr »

$JerryArr: 1165
♦NotAJumbleOfNumbers: 1133
$♣Irrelephant11: 912
$♦Jackal711: 899

Jackpot: 500
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13947 (isolation #1665) » Mon Jun 11, 2018 11:53 am

Post by JerryArr »

Original Roll String: 1d184
1 184-Sided Dice: (167) = 167
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13948 (isolation #1666) » Mon Jun 11, 2018 11:54 am

Post by JerryArr »

Divide by...

Original Roll String: 1d5
1 5-Sided Dice: (5) = 5


Multiply by...

Original Roll String: 1d3
1 3-Sided Dice: (1) = 1
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13949 (isolation #1667) » Mon Jun 11, 2018 11:54 am

Post by JerryArr »

NotAJumbleOfNumbers: 150
$JerryArr: 330
$♣Irrelephant11: 680
$♦Jackal711: 660
Mallow: 888

Jackpot: 300
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13952 (isolation #1668) » Mon Jun 11, 2018 12:16 pm

Post by JerryArr »

1: +400
2: Create your own space
3: Create your own space
4: Create your own space
5: Roll 1d5. If you roll a 5 then +250 else +100
6: Create your own space
7:
x1.25

8: Create your own space
9: Create your own space
10: Create your own space
11:
-200

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

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

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

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

38: +500
39: -500
40: +100
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 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. If you did, 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
#

169: Portable Trick Die (!)
170: Trade one symbol with another player if possible (excluding Lucky Start).
171: LEND 100: Give 100 to another player.
172: Builder-Change a 'Create your own space' into something of your choice. Then activate a space 2-10 that isn't a 'create your own space' that isn't the one you just made
173: Swap Roll-Revert the score and symbols of the last player who rolled to what they had before their turn. You now take the result of their turn.
174:
Equalizer
- Roll a 30d50. Everyone merges with the generated value. (Example at .)
175:
JACKPOT!!!

176: Symbol Shop 2.0-You may purchase up to 1 of each of the following for the listed price; * for -100, ♦ for -30, # for -100, ^ for -150, 3 of > for -150, ! for -200, + for -50 OR buy all for -500
177: Take the last 3 numbers in the post number you rolled the die for and multiply them together (If there is a 0 change it to a '5'). If the number is even add it to your score. If it's odd subtract it from your score.
178: Divide your score by [1d5], then multiply it by [1d3].
179: Convert all your symbols into 2 Accelerants for each symbol.
180:
Anti-Cripple:
As long as you have this roll 1d<current dice size - 100>, add 100, and use the result as your roll. This is lost if you are at or go below 0. This symbol is represented by §. Cripples and Anti-Cripples remove each other.
181: Night Bonus-If it is between 6PM and 6AM in your timezone when your die is rolled, gain
+300
. Otherwise, lose
-300

182: Multiply the digits of your current score and add the total to your score.
183: Roll again, but apply the effects one above and one below in addition to the normal effect, wrapping around if needed.
184: Wacky Pack: Roll 4 dice. Activate the rolls in the order you rolled them, however, you must double one, pick another player to take one, keep one normal, and ignore one.
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13953 (isolation #1669) » Mon Jun 11, 2018 12:16 pm

Post by JerryArr »

Original Roll String: 1d184
1 184-Sided Dice: (118) = 118
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13954 (isolation #1670) » Mon Jun 11, 2018 12:17 pm

Post by JerryArr »

NotAJumbleOfNumbers: 0
$JerryArr: 410
$♣Irrelephant11: 755
$♦Jackal711: 735
Mallow: 963

Jackpot: 300
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13961 (isolation #1671) » Mon Jun 11, 2018 1:21 pm

Post by JerryArr »

Original Roll String: 1d184
1 184-Sided Dice: (22) = 22
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13962 (isolation #1672) » Mon Jun 11, 2018 1:21 pm

Post by JerryArr »

3x roll time

Original Roll String: 1d184
1 184-Sided Dice: (27) = 27
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13963 (isolation #1673) » Mon Jun 11, 2018 1:22 pm

Post by JerryArr »

Original Roll String: 1d20
1 20-Sided Dice: (16) = 16


Good thing?
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13964 (isolation #1674) » Mon Jun 11, 2018 1:22 pm

Post by JerryArr »

Yeah!

^^NotAJumbleOfNumbers: 0
$JerryArr: 710
$♣Irrelephant11: 755
$♦Jackal711: 735
Mallow: 563

Jackpot: 300
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13968 (isolation #1675) » Mon Jun 11, 2018 1:34 pm

Post by JerryArr »

Original Roll String: 1d184
1 184-Sided Dice: (143) = 143
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13969 (isolation #1676) » Mon Jun 11, 2018 1:34 pm

Post by JerryArr »

^NotAJumbleOfNumbers: 755
§$JerryArr: 710
$♣Irrelephant11: 755
$♦Jackal711: 735
Mallow: 563

Jackpot: 300
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13996 (isolation #1677) » Tue Jun 12, 2018 10:50 am

Post by JerryArr »

Original Roll String: 1d84+100
1 84-Sided Dice: (39)+100 = 139
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #13997 (isolation #1678) » Tue Jun 12, 2018 10:51 am

Post by JerryArr »

NotAJumbleOfNumbers: 702
§$JerryArr: 802
$♣Irrelephant11: 200
$♦Jackal711: 802
Mallow: 167

Jackpot: 500
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14165 (isolation #1679) » Fri Jun 15, 2018 5:53 am

Post by JerryArr »

Original Roll String: 1d184
1 184-Sided Dice: (16) = 16
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14166 (isolation #1680) » Fri Jun 15, 2018 5:54 am

Post by JerryArr »

Nah

Original Roll String: 1d184
1 184-Sided Dice: (86) = 86
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14167 (isolation #1681) » Fri Jun 15, 2018 5:54 am

Post by JerryArr »

Original Roll String: 1d7
1 7-Sided Dice: (2) = 2
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14168 (isolation #1682) » Fri Jun 15, 2018 5:54 am

Post by JerryArr »

NotAJumbleOfNumbers: 131
JerryArr: 236
#♦♣Irrelephant11: 1338
Jackal711: 502
^♦*Mallow: 757
DiplomatDC: -89

Jackpot: 531
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14179 (isolation #1683) » Fri Jun 15, 2018 10:24 am

Post by JerryArr »

Original Roll String: 1d185
1 185-Sided Dice: (90) = 90
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14180 (isolation #1684) » Fri Jun 15, 2018 10:24 am

Post by JerryArr »

♦**Irrelephant: 800
JerryArr: 280

Jackpot: 700
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14185 (isolation #1685) » Fri Jun 15, 2018 3:30 pm

Post by JerryArr »

Original Roll String: 1d185
1 185-Sided Dice: (77) = 77
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14186 (isolation #1686) » Fri Jun 15, 2018 3:31 pm

Post by JerryArr »

♦**Irrelephant: 800
JerryArr: 180
NotAJumbleOfNumbers: 100

Jackpot: 700
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14189 (isolation #1687) » Fri Jun 15, 2018 3:47 pm

Post by JerryArr »

Original Roll String: 1d185
1 185-Sided Dice: (39) = 39
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14190 (isolation #1688) » Fri Jun 15, 2018 3:47 pm

Post by JerryArr »

♦**Irrelephant: 800
JerryArr: 360
NotAJumbleOfNumbers: 110

Jackpot: 700
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14193 (isolation #1689) » Fri Jun 15, 2018 4:34 pm

Post by JerryArr »

Original Roll String: 1d185
1 185-Sided Dice: (112) = 112
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14194 (isolation #1690) » Fri Jun 15, 2018 4:34 pm

Post by JerryArr »

Wahoo!

♦**Irrelephant: 800
JerryArr: 1060
NotAJumbleOfNumbers: 470

Jackpot: 500
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14197 (isolation #1691) » Fri Jun 15, 2018 4:51 pm

Post by JerryArr »

Rude

Original Roll String: 1d185
1 185-Sided Dice: (140) = 140
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14198 (isolation #1692) » Fri Jun 15, 2018 4:51 pm

Post by JerryArr »

Super rude

♦*Irrelephant: 800
JerryArr: -80
NotAJumbleOfNumbers: 420

Jackpot: 500
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14201 (isolation #1693) » Fri Jun 15, 2018 5:59 pm

Post by JerryArr »

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

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

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

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

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

38: +500
39: -500
40: +100
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 [/b]
+200
and gain a Diamond.[/b]
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 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. If you did, 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
#

169: Portable Trick Die (!)
170: Trade one symbol with another player if possible (excluding Lucky Start).
171: LEND 100: Give 100 to another player.
172: Builder-Change a 'Create your own space' into something of your choice. Then activate a space 2-10 that isn't a 'create your own space' that isn't the one you just made
173: Swap Roll-Revert the score and symbols of the last player who rolled to what they had before their turn. You now take the result of their turn.
174:
Equalizer
- Roll a 30d50. Everyone merges with the generated value. (Example at .)
175:
JACKPOT!!!

176: Symbol Shop 2.0-You may purchase up to 1 of each of the following for the listed price; * for -100, ♦ for -30, # for -100, ^ for -150, 3 of > for -150, ! for -200, + for -50 OR buy all for -500
177: Take the last 3 numbers in the post number you rolled the die for and multiply them together (If there is a 0 change it to a '5'). If the number is even add it to your score. If it's odd subtract it from your score.
178: Divide your score by [1d5], then multiply it by [1d3].
179: Convert all your symbols into 2 Accelerants for each symbol.
180:
Anti-Cripple:
As long as you have this roll 1d<current dice size - 100>, add 100, and use the result as your roll. This is lost if you are at or go below 0. This symbol is represented by §. Cripples and Anti-Cripples remove each other.
181: Night Bonus-If it is between 6PM and 6AM in your timezone when your die is rolled, gain
+300
. Otherwise, lose
-300

182: Multiply the digits of your current score and add the total to your score.
183: Roll again, but apply the effects one above and one below in addition to the normal effect, wrapping around if needed.
184: Wacky Pack: Roll 4 dice. Activate the rolls in the order you rolled them, however, you must double one, pick another player to take one, keep one normal, and ignore one.
185: Erase all of your symbols, and all of another player symbols (except club). Both of you gain a ♥. Any time either of your scores move, the other player's score moves in the same direction, at 50% distance. Only two players can have ♥'s at a time. If either of you gains any symbol, you both lose your hearts.
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14202 (isolation #1694) » Fri Jun 15, 2018 6:00 pm

Post by JerryArr »

Original Roll String: 1d185
1 185-Sided Dice: (103) = 103
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14203 (isolation #1695) » Fri Jun 15, 2018 6:00 pm

Post by JerryArr »

Fun Double!

Original Roll String: 1d185
1 185-Sided Dice: (85) = 85
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14204 (isolation #1696) » Fri Jun 15, 2018 6:01 pm

Post by JerryArr »

Doubling -50 but it's really 50 so it's 100

♦*Irrelephant: 800
JerryArr: 20
§NotAJumbleOfNumbers: 420

Jackpot: 500
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14214 (isolation #1697) » Sat Jun 16, 2018 6:01 am

Post by JerryArr »

Original Roll String: 1d185
1 185-Sided Dice: (160) = 160
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14215 (isolation #1698) » Sat Jun 16, 2018 6:02 am

Post by JerryArr »

7 is now "Add half the difference between first and last place to your score"
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14218 (isolation #1699) » Sat Jun 16, 2018 12:19 pm

Post by JerryArr »

Original Roll String: 1d185
1 185-Sided Dice: (127) = 127
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14219 (isolation #1700) » Sat Jun 16, 2018 12:19 pm

Post by JerryArr »

^♦Irrelephant: 734
^^%JerryArr: 344
^§NotAJumbleOfNumbers: 1084
^%DiplomatDC: 634

Jackpot: 800
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14229 (isolation #1701) » Sat Jun 16, 2018 2:11 pm

Post by JerryArr »

Original Roll String: 1d186
1 186-Sided Dice: (41) = 41
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14230 (isolation #1702) » Sat Jun 16, 2018 2:13 pm

Post by JerryArr »

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

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

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

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

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

38: +500
39: -500
40: +100
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 [/b]
+200
and gain a Diamond.[/b]
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 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. If you did, 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
#

169: Portable Trick Die (!)
170: Trade one symbol with another player if possible (excluding Lucky Start).
171: LEND 100: Give 100 to another player.
172: Builder-Change a 'Create your own space' into something of your choice. Then activate a space 2-10 that isn't a 'create your own space' that isn't the one you just made
173: Swap Roll-Revert the score and symbols of the last player who rolled to what they had before their turn. You now take the result of their turn.
174:
Equalizer
- Roll a 30d50. Everyone merges with the generated value. (Example at .)
175:
JACKPOT!!!

176: Symbol Shop 2.0-You may purchase up to 1 of each of the following for the listed price; * for -100, ♦ for -30, # for -100, ^ for -150, 3 of > for -150, ! for -200, + for -50 OR buy all for -500
177: Take the last 3 numbers in the post number you rolled the die for and multiply them together (If there is a 0 change it to a '5'). If the number is even add it to your score. If it's odd subtract it from your score.
178: Divide your score by [1d5], then multiply it by [1d3].
179: Convert all your symbols into 2 Accelerants for each symbol.
180:
Anti-Cripple:
As long as you have this roll 1d<current dice size - 100>, add 100, and use the result as your roll. This is lost if you are at or go below 0. This symbol is represented by §. Cripples and Anti-Cripples remove each other.
181: Night Bonus-If it is between 6PM and 6AM in your timezone when your die is rolled, gain
+300
. Otherwise, lose
-300

182: Multiply the digits of your current score and add the total to your score.
183: Roll again, but apply the effects one above and one below in addition to the normal effect, wrapping around if needed.
184: Wacky Pack: Roll 4 dice. Activate the rolls in the order you rolled them, however, you must double one, pick another player to take one, keep one normal, and ignore one.
185: Erase all of your symbols, and all of another player symbols (except club). Both of you gain a ♥. Any time either of your scores move, the other player's score moves in the same direction, at 50% distance. Only two players can have ♥'s at a time. If either of you gains any symbol, you both lose your hearts.
186: +150, then change this number by (1d100)-50. This cannot cause the number to be higher/lower than +/-500.
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14231 (isolation #1703) » Sat Jun 16, 2018 2:13 pm

Post by JerryArr »

NotAJumbleOfNumbers: 500
JerryArr: 100

Jackpot: 500
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14234 (isolation #1704) » Sat Jun 16, 2018 2:21 pm

Post by JerryArr »

Also, did you mean for 186's value to be changed throughout games, or just in the one game and have it reset between games?

Original Roll String: 1d186
1 186-Sided Dice: (162) = 162
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14235 (isolation #1705) » Sat Jun 16, 2018 2:21 pm

Post by JerryArr »

NotAJumbleOfNumbers: 450
JerryArr: -300

Jackpot: 500
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14263 (isolation #1706) » Sun Jun 17, 2018 7:16 am

Post by JerryArr »

Original Roll String: 1d186
1 186-Sided Dice: (32) = 32
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14264 (isolation #1707) » Sun Jun 17, 2018 7:18 am

Post by JerryArr »

~NotAJumbleOfNumbers: 203
JerryArr: -60
Jackal711: 500
DiplomatDC: 0

Jackpot: 500
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14267 (isolation #1708) » Sun Jun 17, 2018 12:35 pm

Post by JerryArr »

Original Roll String: 1d186
1 186-Sided Dice: (144) = 144
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14268 (isolation #1709) » Sun Jun 17, 2018 12:36 pm

Post by JerryArr »

Merging with Jackal

~NotAJumbleOfNumbers: -197
JerryArr: 220
Jackal711: 220
DiplomatDC: 0

Jackpot: 500
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14271 (isolation #1710) » Sun Jun 17, 2018 1:43 pm

Post by JerryArr »

Original Roll String: 1d186
1 186-Sided Dice: (124) = 124
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14272 (isolation #1711) » Sun Jun 17, 2018 1:45 pm

Post by JerryArr »

3 is now "Switch the first digit of your score with the first digit of any opponent's score unless your score is 1000+, in which case ROLL AGAIN."
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14285 (isolation #1712) » Mon Jun 18, 2018 4:49 am

Post by JerryArr »

Original Roll String: 1d186
1 186-Sided Dice: (111) = 111
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14286 (isolation #1713) » Mon Jun 18, 2018 4:49 am

Post by JerryArr »

~NotAJumbleOfNumbers: -267
JerryArr: 0
Jackal711: -230
DiplomatDC: -500
Mallow: -400

Jackpot: 500
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14345 (isolation #1714) » Tue Jun 19, 2018 1:49 am

Post by JerryArr »

Original Roll String: 1d186
1 186-Sided Dice: (15) = 15
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14346 (isolation #1715) » Tue Jun 19, 2018 1:51 am

Post by JerryArr »

I think I'll go to 750.

NotAJumbleOfNumbers: -874
JerryArr: 750
#Jackal711: -1074
DiplomatDC: -874
Mallow: -284
Irrelephant11: -874

Jackpot: 531
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14401 (isolation #1716) » Tue Jun 19, 2018 12:53 pm

Post by JerryArr »

1: +400
2: Gain a Portable Trick Die ("!")
3: Switch the first digit of your score with the first digit of any opponent's score unless your score is 1000+, in which case ROLL AGAIN.
4: Create your own space
5: No Whammies: You may choose to ROLL AGAIN, until your point count decreases, or you choose to stop. If your point count decreases, -500 on top of the decrease from the last roll.
6: Coin Flip: Guess the result of a 1d2. If right, gain
+300
, but if not,
-300

7: No Whammies: You may choose to ROLL AGAIN, until your point count decreases, or you choose to stop. If your point count decreases, -500 on top of the decrease from the last roll.
8: +500 but then -100
9: Create your own space
10: Create your own space
11:
-200

12: MERGE
13: -400
14: +25
15: -203

16: -5
17: +90
18:
+250

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

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

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

38: +500
39: -500
40: +100
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 [/b]
+200
and gain a Diamond.[/b]
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 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. If you did, 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
#

169: Portable Trick Die (!)
170: Trade one symbol with another player if possible (excluding Lucky Start).
171: LEND 100: Give 100 to another player.
172: Builder-Change a 'Create your own space' into something of your choice. Then activate a space 2-10 that isn't a 'create your own space' that isn't the one you just made
173: Swap Roll-Revert the score and symbols of the last player who rolled to what they had before their turn. You now take the result of their turn.
174:
Equalizer
- Roll a 30d50. Everyone merges with the generated value. (Example at .)
175:
JACKPOT!!!

176: Symbol Shop 2.0-You may purchase up to 1 of each of the following for the listed price; * for -100, ♦ for -30, # for -100, ^ for -150, 3 of > for -150, ! for -200, + for -50 OR buy all for -500
177: Take the last 3 numbers in the post number you rolled the die for and multiply them together (If there is a 0 change it to a '5'). If the number is even add it to your score. If it's odd subtract it from your score.
178: Divide your score by [1d5], then multiply it by [1d3].
179: Convert all your symbols into 2 Accelerants for each symbol.
180:
Anti-Cripple:
As long as you have this roll 1d<current dice size - 100>, add 100, and use the result as your roll. This is lost if you are at or go below 0. This symbol is represented by §. Cripples and Anti-Cripples remove each other.
181: Night Bonus-If it is between 6PM and 6AM in your timezone when your die is rolled, gain
+300
. Otherwise, lose
-300

182: Multiply the digits of your current score and add the total to your score.
183: Roll again, but apply the effects one above and one below in addition to the normal effect, wrapping around if needed.
184: Wacky Pack: Roll 4 dice. Activate the rolls in the order you rolled them, however, you must double one, pick another player to take one, keep one normal, and ignore one.
185: Lovers - Erase all of your symbols, and all of another player symbols (except club and diamond). Both of you gain a ♥. Any time either of your scores move, the other player's score moves in the same direction, at 50% distance. Only two players can have ♥'s at a time. If either of you gains any symbol, you both lose your hearts.
186: +150, then change this number by (1d100)-50. This cannot cause the number to be higher/lower than +/-500.
Last edited by Guest on Wed Jun 20, 2018 1:47 am, edited 1 time in total.
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14402 (isolation #1717) » Tue Jun 19, 2018 12:54 pm

Post by JerryArr »

Original Roll String: 1d186
1 186-Sided Dice: (140) = 140
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14404 (isolation #1718) » Tue Jun 19, 2018 12:55 pm

Post by JerryArr »

%NotAJumbleOfNumbers: 26
%JerryArr: -474
%#Jackal71 -1074
%DiplomatDC: -1174
#Mallow: 26
%#Irrelephant11: -789

Jackpot: 500
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14479 (isolation #1719) » Wed Jun 20, 2018 6:55 am

Post by JerryArr »

Original Roll String: 1d186
1 186-Sided Dice: (155) = 155
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14480 (isolation #1720) » Wed Jun 20, 2018 6:57 am

Post by JerryArr »

I get 150, and it changes by...

Original Roll String: 1d100-50
1 100-Sided Dice: (99)-50 = 49
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14481 (isolation #1721) » Wed Jun 20, 2018 6:58 am

Post by JerryArr »

It goes up to, funny enough, +186.

$^NotAJumbleOfNumbers: 0
$JerryArr: 150
$#Jackal711: 0
$DiplomatDC: 700
$Mallow: -205
$#Irrelephant11: 328

Jackpot: 1200
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14530 (isolation #1722) » Wed Jun 20, 2018 5:30 pm

Post by JerryArr »

Original Roll String: 1d187
1 187-Sided Dice: (36) = 36
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14531 (isolation #1723) » Wed Jun 20, 2018 5:32 pm

Post by JerryArr »

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

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

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

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

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

38: +500
39: -500
40: +100
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 [/b]
+200
and gain a Diamond.[/b]
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 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. If you did, 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
#

169: Portable Trick Die (!)
170: Trade one symbol with another player if possible (excluding Lucky Start).
171: LEND 100: Give 100 to another player.
172: Builder-Change a 'Create your own space' into something of your choice. Then activate a space 2-10 that isn't a 'create your own space' that isn't the one you just made
173: Swap Roll-Revert the score and symbols of the last player who rolled to what they had before their turn. You now take the result of their turn.
174:
Equalizer
- Roll a 30d50. Everyone merges with the generated value. (Example at .)
175:
JACKPOT!!!

176: Symbol Shop 2.0-You may purchase up to 1 of each of the following for the listed price; * for -100, ♦ for -30, # for -100, ^ for -150, 3 of > for -150, ! for -200, + for -50 OR buy all for -500
177: Take the last 3 numbers in the post number you rolled the die for and multiply them together (If there is a 0 change it to a '5'). If the number is even add it to your score. If it's odd subtract it from your score.
178: Divide your score by [1d5], then multiply it by [1d3].
179: Convert all your symbols into 2 Accelerants for each symbol.
180:
Anti-Cripple:
As long as you have this roll 1d<current dice size - 100>, add 100, and use the result as your roll. This is lost if you are at or go below 0. This symbol is represented by §. Cripples and Anti-Cripples remove each other.
181: Night Bonus-If it is between 6PM and 6AM in your timezone when your die is rolled, gain
+300
. Otherwise, lose
-300

182: Multiply the digits of your current score and add the total to your score.
183: Roll again, but apply the effects one above and one below in addition to the normal effect, wrapping around if needed.
184: Wacky Pack: Roll 4 dice. Activate the rolls in the order you rolled them, however, you must double one, pick another player to take one, keep one normal, and ignore one.
185: Lovers - Erase all of your symbols, and all of another player symbols (except club and diamond). Both of you gain a ♥. Any time either of your scores move, the other player's score moves in the same direction, at 50% distance. Only two players can have ♥'s at a time. If either of you gains any symbol, you both lose your hearts.
186: +186, then change this number by (1d100)-50. This cannot cause the number to be higher/lower than +/-500.
187: 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
Last edited by Guest on Thu Jun 21, 2018 1:28 am, edited 2 times in total.
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14580 (isolation #1724) » Thu Jun 21, 2018 1:49 pm

Post by JerryArr »

Original Roll String: 1d187
1 187-Sided Dice: (94) = 94
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14581 (isolation #1725) » Thu Jun 21, 2018 1:49 pm

Post by JerryArr »

Mallowgeno: 119
Jumble: 730
#DDC: 300
JerryArr: 500
Irrelephant11: 238
Jackal711: 20

Jackpot: 750
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14585 (isolation #1726) » Thu Jun 21, 2018 2:30 pm

Post by JerryArr »

Original Roll String: 1d187
1 187-Sided Dice: (122) = 122
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14586 (isolation #1727) » Thu Jun 21, 2018 2:31 pm

Post by JerryArr »

Mallowgeno: 119
Jumble: 996
#DDC: 300
JerryArr: 860
Irrelephant11: 238
Jackal711: 20

Jackpot: 750
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14592 (isolation #1728) » Thu Jun 21, 2018 3:47 pm

Post by JerryArr »

Original Roll String: 1d187
1 187-Sided Dice: (142) = 142
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14593 (isolation #1729) » Thu Jun 21, 2018 3:47 pm

Post by JerryArr »

Mallowgeno: 119
Jumble: 928
#DDC: 0
JerryArr: 928
Irrelephant11: 238
Jackal711: 20

Jackpot: 750
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14615 (isolation #1730) » Fri Jun 22, 2018 3:06 am

Post by JerryArr »

Original Roll String: 1d187
1 187-Sided Dice: (96) = 96
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14616 (isolation #1731) » Fri Jun 22, 2018 3:07 am

Post by JerryArr »

Mallowgeno: 300
§Jumble: 720
&#DDC: 420
JerryArr: 840
*Irrelephant11: 420
Jackal711: 420

Jackpot: 750
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14638 (isolation #1732) » Fri Jun 22, 2018 11:09 am

Post by JerryArr »

Original Roll String: 1d188
1 188-Sided Dice: (88) = 88
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14639 (isolation #1733) » Fri Jun 22, 2018 11:10 am

Post by JerryArr »

Mallow: 400
&Jumble: -100
Irrelephant: 0
JerryArr: -190

Jackpot: 700
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14642 (isolation #1734) » Fri Jun 22, 2018 11:40 am

Post by JerryArr »

Original Roll String: 1d188
1 188-Sided Dice: (35) = 35
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14643 (isolation #1735) » Fri Jun 22, 2018 11:40 am

Post by JerryArr »

Mallow: 400
Jumble: -100
Irrelephant: 0
JerryArr: -115

Jackpot: 800
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14646 (isolation #1736) » Fri Jun 22, 2018 3:59 pm

Post by JerryArr »

Original Roll String: 1d188
1 188-Sided Dice: (156) = 156
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14647 (isolation #1737) » Fri Jun 22, 2018 3:59 pm

Post by JerryArr »

Mallow: 400
Jumble: 500
Irrelephant: 0
#JerryArr: -115

Jackpot: 800
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14660 (isolation #1738) » Sun Jun 24, 2018 11:48 am

Post by JerryArr »

Original Roll String: 1d188
1 188-Sided Dice: (101) = 101
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14661 (isolation #1739) » Sun Jun 24, 2018 11:49 am

Post by JerryArr »

1: +400
2: Create your own space
3: Create your own space
4: The player(s) with the highest score loses their first digit.
5: Create your own space
6: Create your own space
7: Create your own space
8: Create your own space
9: Create your own space
10: Create your own space
11:
-200

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

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

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

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

38: +500
39: -500
40: +100
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 [/b]
+200
and gain a Diamond.[/b]
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 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. If you did, 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
#

169: Portable Trick Die (!)
170: Trade one symbol with another player if possible (excluding Lucky Start).
171: LEND 100: Give 100 to another player.
172: Builder-Change a 'Create your own space' into something of your choice. Then activate a space 2-10 that isn't a 'create your own space' that isn't the one you just made
173: Swap Roll-Revert the score and symbols of the last player who rolled to what they had before their turn. You now take the result of their turn.
174:
Equalizer
- Roll a 30d50. Everyone merges with the generated value. (Example at .)
175:
JACKPOT!!!

176: Symbol Shop 2.0-You may purchase up to 1 of each of the following for the listed price; * for -100, ♦ for -30, # for -100, ^ for -150, 3 of > for -150, ! for -200, + for -50 OR buy all for -500
177: Take the last 3 numbers in the post number you rolled the die for and multiply them together (If there is a 0 change it to a '5'). If the number is even add it to your score. If it's odd subtract it from your score.
178: Divide your score by [1d5], then multiply it by [1d3].
179: Convert all your symbols into 2 Accelerants for each symbol.
180:
Anti-Cripple:
As long as you have this roll 1d<current dice size - 100>, add 100, and use the result as your roll. This is lost if you are at or go below 0. This symbol is represented by §. Cripples and Anti-Cripples remove each other.
181: Night Bonus-If it is between 6PM and 6AM in your timezone when your die is rolled, gain
+300
. Otherwise, lose
-300

182: Multiply the digits of your current score and add the total to your score.
183: Roll again, but apply the effects one above and one below in addition to the normal effect, wrapping around if needed.
184: Wacky Pack: Roll 4 dice. Activate the rolls in the order you rolled them, however, you must double one, pick another player to take one, keep one normal, and ignore one.
185: Lovers - Erase all of your symbols, and all of another player symbols (except club and diamond). Both of you gain a ♥. Any time either of your scores move, the other player's score moves in the same direction, at 50% distance. Only two players can have ♥'s at a time. If either of you gains any symbol, you both lose your hearts.
186: +186, then change this number by (1d100)-50. This cannot cause the number to be higher/lower than +/-500.
187: 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

188: The player(s) with the lowest score flip their score to positive. If they already are positive they get +300 instead
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14662 (isolation #1740) » Sun Jun 24, 2018 11:49 am

Post by JerryArr »

Triple roll!

Original Roll String: 1d188
1 188-Sided Dice: (183) = 183
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14663 (isolation #1741) » Sun Jun 24, 2018 11:50 am

Post by JerryArr »

Flip flip flip

Mallow: 400
!Jumble: 1225
Irrelephant: 0
#JerryArr: 115
DDC: 835

Jackpot: 1100
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14687 (isolation #1742) » Mon Jun 25, 2018 2:11 pm

Post by JerryArr »

I have 0 because the Everybody RESET did not negatively change everyone's score.

Original Roll String: 1d188
1 188-Sided Dice: (34) = 34
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14688 (isolation #1743) » Mon Jun 25, 2018 2:11 pm

Post by JerryArr »

Mallow: 0
Jumble: 5
Irrelephant: 0
#JerryArr: 50
DDC: 0

Jackpot: 500
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14697 (isolation #1744) » Mon Jun 25, 2018 3:18 pm

Post by JerryArr »

Original Roll String: 1d188
1 188-Sided Dice: (13) = 13
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14698 (isolation #1745) » Mon Jun 25, 2018 3:19 pm

Post by JerryArr »

Mallow: 300
Jumble: 5
Irrelephant: 190
#JerryArr: 190
DDC: 300

Jackpot: 500
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14837 (isolation #1746) » Thu Jun 28, 2018 10:36 am

Post by JerryArr »

Original Roll String: 1d189
1 189-Sided Dice: (85) = 85
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14838 (isolation #1747) » Thu Jun 28, 2018 10:37 am

Post by JerryArr »

♦Jumble: 927
>>>>Mallow: 319
♣TK: 820
DDC: 720
Irrelephant11: 330
JerryArr: 0

Jackpot: 500
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14854 (isolation #1748) » Fri Jun 29, 2018 7:26 am

Post by JerryArr »

Nice

Original Roll String: 1d189
1 189-Sided Dice: (77) = 77
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14855 (isolation #1749) » Fri Jun 29, 2018 7:29 am

Post by JerryArr »

2 is now "Roll a d7: 1 = Critical Hit, 2 = Protect, 3 = Super Protect, 4 = Accelerant, 5 = Wide Guard, 6 = Portable Trick Die, 7 = Diamond. All symbols other than the Club become that symbol."
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14862 (isolation #1750) » Fri Jun 29, 2018 9:14 am

Post by JerryArr »

Original Roll String: 1d189
1 189-Sided Dice: (59) = 59
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14863 (isolation #1751) » Fri Jun 29, 2018 9:15 am

Post by JerryArr »

#♦Jumble: 871
>Mallow: 252
>>>♣TK: 0
DDC: 720
Irrelephant11: 420
JerryArr: -100

Jackpot: 750
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14866 (isolation #1752) » Fri Jun 29, 2018 2:41 pm

Post by JerryArr »

Original Roll String: 1d189
1 189-Sided Dice: (12) = 12
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14867 (isolation #1753) » Fri Jun 29, 2018 2:41 pm

Post by JerryArr »

Well, no effect that time

#♦Jumble: 185
>Mallow: 252
>>>♣TK: 0
DDC: 720
Irrelephant11: 420
JerryArr: -100

Jackpot: 750
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14872 (isolation #1754) » Sat Jun 30, 2018 5:42 am

Post by JerryArr »

Original Roll String: 1d189
1 189-Sided Dice: (155) = 155
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14873 (isolation #1755) » Sat Jun 30, 2018 5:43 am

Post by JerryArr »

3 becomes "Roll 3d10. If you roll three of a kind, +750, otherwise +(10x the sum)", and I'll activate 2.

Original Roll String: 1d7
1 7-Sided Dice: (1) = 1
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14874 (isolation #1756) » Sat Jun 30, 2018 5:44 am

Post by JerryArr »

>>Jumble: 132
>Mallow: 252
>>♣TK: 110
DDC: 720
Irrelephant11: 420
JerryArr: -100

Jackpot: 750
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14877 (isolation #1757) » Sat Jun 30, 2018 2:17 pm

Post by JerryArr »

1: +400
2: Roll a d7: 1 = Critical Hit, 2 = Protect, 3 = Super Protect, 4 = Accelerant, 5 = Wide Guard, 6 = Portable Trick Die, 7 = Diamond. All symbols other than the Club become that symbol.
3: Roll 3d10. If you roll three of a kind, +750, otherwise +(10x the sum)
4: Create your own space
5: Create your own space
6: Create your own space
7: Create your own space
8: Create your own space
9: Create your own space
10: Create your own space
11:
-200

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

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

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

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

38: +500
39: -500
40: +100
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 [/b]
+200
and gain a Diamond.[/b]
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 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. If you did, 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
#

169: Portable Trick Die (!)
170: Trade one symbol with another player if possible (excluding Lucky Start).
171: LEND 100: Give 100 to another player.
172: Builder-Change a 'Create your own space' into something of your choice. Then activate a space 2-10 that isn't a 'create your own space' that isn't the one you just made
173: Swap Roll-Revert the score and symbols of the last player who rolled to what they had before their turn. You now take the result of their turn.
174:
Equalizer
- Roll a 30d50. Everyone merges with the generated value. (Example at .)
175:
JACKPOT!!!

176: Symbol Shop 2.0-You may purchase up to 1 of each of the following for the listed price; * for -100, ♦ for -30, # for -100, ^ for -150, 3 of > for -150, ! for -200, + for -50 OR buy all for -500
177: Take the last 3 numbers in the post number you rolled the die for and multiply them together (If there is a 0 change it to a '5'). If the number is even add it to your score. If it's odd subtract it from your score.
178: Divide your score by [1d5], then multiply it by [1d3].
179: Convert all your symbols into 2 Accelerants for each symbol.
180:
Anti-Cripple:
As long as you have this roll 1d<current dice size - 100>, add 100, and use the result as your roll. This is lost if you are at or go below 0. This symbol is represented by §. Cripples and Anti-Cripples remove each other.
181: Night Bonus-If it is between 6PM and 6AM in your timezone when your die is rolled, gain
+300
. Otherwise, lose
-300

182: Multiply the digits of your current score and add the total to your score.
183: Roll again, but apply the effects one above and one below in addition to the normal effect, wrapping around if needed.
184: Wacky Pack: Roll 4 dice. Activate the rolls in the order you rolled them, however, you must double one, pick another player to take one, keep one normal, and ignore one.
185: Lovers - Erase all of your symbols, and all of another player symbols (except club and diamond). Both of you gain a ♥. Any time either of your scores move, the other player's score moves in the same direction, at 50% distance. Only two players can have ♥'s at a time. If either of you gains any symbol, you both lose your hearts.
186: +266, then change this number by (1d100)-50. This cannot cause the number to be higher/lower than +/-500.
187: 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

188: The player(s) with the lowest score flip their score to positive. If they already are positive they get +300 instead
189: Mellow Yellow: Gain 2 random yellow symbols.
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14878 (isolation #1758) » Sat Jun 30, 2018 2:17 pm

Post by JerryArr »

Original Roll String: 1d189
1 189-Sided Dice: (74) = 74
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14879 (isolation #1759) » Sat Jun 30, 2018 2:18 pm

Post by JerryArr »

Vwip

>Jumble: 307
>Mallow: 252
>>♣TK: 110
DDC: 720
Irrelephant11: 420
JerryArr: 100

Jackpot: 750
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14882 (isolation #1760) » Sat Jun 30, 2018 2:38 pm

Post by JerryArr »

Original Roll String: 1d189
1 189-Sided Dice: (79) = 79
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14883 (isolation #1761) » Sat Jun 30, 2018 2:39 pm

Post by JerryArr »

Double

Original Roll String: 1d189
1 189-Sided Dice: (87) = 87
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14884 (isolation #1762) » Sat Jun 30, 2018 2:40 pm

Post by JerryArr »

Oh

>Jumble: 307
>Mallow: 252
>>♣TK: 110
DDC: 720
Irrelephant11: 420
JerryArr: -500
Ircher: 0

Jackpot: 750
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14895 (isolation #1763) » Sun Jul 01, 2018 8:51 am

Post by JerryArr »

Original Roll String: 1d189
1 189-Sided Dice: (91) = 91
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14896 (isolation #1764) » Sun Jul 01, 2018 8:51 am

Post by JerryArr »

Jumble: 653
Mallow: 252
♣TK: -122
DDC: 720
Irrelephant11: 420
JerryArr: 0
Ircher: -1000

Jackpot: 750
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14901 (isolation #1765) » Sun Jul 01, 2018 9:32 am

Post by JerryArr »

1: +400
2: Roll a d7: 1 = Critical Hit, 2 = Protect, 3 = Super Protect, 4 = Accelerant, 5 = Wide Guard, 6 = Portable Trick Die, 7 = Diamond. All symbols other than the Club become that symbol.
3: Roll 3d10. If you roll three of a kind, +750, otherwise +(10x the sum)
4: Create your own space
5: Create your own space
6: Create your own space
7: Create your own space
8: Create your own space
9: Create your own space
10: Create your own space
11:
-200

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

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

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

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

38: +500
39: -500
40: +100
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 [/b]
+200
and gain a Diamond.[/b]
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 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. If you did, 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
#

169: Portable Trick Die (!)
170: Trade one symbol with another player if possible (excluding Lucky Start).
171: LEND 100: Give 100 to another player.
172: Builder-Change a 'Create your own space' into something of your choice. Then activate a space 2-10 that isn't a 'create your own space' that isn't the one you just made
173: Swap Roll-Revert the score and symbols of the last player who rolled to what they had before their turn. You now take the result of their turn.
174:
Equalizer
- Roll a 30d50. Everyone merges with the generated value. (Example at .)
175:
JACKPOT!!!

176: Symbol Shop 2.0-You may purchase up to 1 of each of the following for the listed price; * for -100, ♦ for -30, # for -100, ^ for -150, 3 of > for -150, ! for -200, + for -50 OR buy all for -500
177: Take the last 3 numbers in the post number you rolled the die for and multiply them together (If there is a 0 change it to a '5'). If the number is even add it to your score. If it's odd subtract it from your score.
178: Divide your score by [1d5], then multiply it by [1d3].
179: Convert all your symbols into 2 Accelerants for each symbol.
180:
Anti-Cripple:
As long as you have this roll 1d<current dice size - 100>, add 100, and use the result as your roll. This is lost if you are at or go below 0. This symbol is represented by §. Cripples and Anti-Cripples remove each other.
181: Night Bonus-If it is between 6PM and 6AM in your timezone when your die is rolled, gain
+300
. Otherwise, lose
-300

182: Multiply the digits of your current score and add the total to your score.
183: Roll again, but apply the effects one above and one below in addition to the normal effect, wrapping around if needed.
184: Wacky Pack: Roll 4 dice. Activate the rolls in the order you rolled them, however, you must double one, pick another player to take one, keep one normal, and ignore one.
185: Lovers - Erase all of your symbols, and all of another player symbols (except club and diamond). Both of you gain a ♥. Any time either of your scores move, the other player's score moves in the same direction, at 50% distance. Only two players can have ♥'s at a time. If either of you gains any symbol, you both lose your hearts.
186: +266, then change this number by (1d100)-50. This cannot cause the number to be higher/lower than +/-500.
187: 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

188: The player(s) with the lowest score flip their score to positive. If they already are positive they get +300 instead
189: Mellow Yellow: Gain 2 random yellow symbols.
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14902 (isolation #1766) » Sun Jul 01, 2018 9:32 am

Post by JerryArr »

Original Roll String: 1d189
1 189-Sided Dice: (113) = 113
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14903 (isolation #1767) » Sun Jul 01, 2018 9:33 am

Post by JerryArr »

No change

Jumble: 653
Mallow: 252
♣TK: -22
DDC: 620
Irrelephant11: 420
JerryArr: 0
Ircher: -1000

Jackpot: 750
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14906 (isolation #1768) » Sun Jul 01, 2018 1:07 pm

Post by JerryArr »

Original Roll String: 1d189
1 189-Sided Dice: (87) = 87
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #14907 (isolation #1769) » Sun Jul 01, 2018 1:08 pm

Post by JerryArr »

Jumble: 653
Mallow: 252
♣TK: -22
DDC: 620
Irrelephant11: 420
JerryArr: -60
Ircher: -1000

Jackpot: 750
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #15019 (isolation #1770) » Tue Jul 03, 2018 10:14 am

Post by JerryArr »

I'm gonna go Hipster

Original Roll String: 1d90+100
1 90-Sided Dice: (65)+100 = 165
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #15020 (isolation #1771) » Tue Jul 03, 2018 10:14 am

Post by JerryArr »

Tripster

Original Roll String: 1d90+100
1 90-Sided Dice: (60)+100 = 160
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #15021 (isolation #1772) » Tue Jul 03, 2018 10:15 am

Post by JerryArr »

Wooooo

**TK: 500
Jumble: 0
Irrelephant: 0
♦Mallow: -241
JerryArr: -1500

Jackpot: 500
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #15024 (isolation #1773) » Tue Jul 03, 2018 10:18 am

Post by JerryArr »

Custom die

Original Roll String: 1d20
1 20-Sided Dice: (1) = 1
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #15025 (isolation #1774) » Tue Jul 03, 2018 10:19 am

Post by JerryArr »

I won't reset the custom.

**TK: 500
>Jumble: -100
Irrelephant: 0
♦Mallow: -241
JerryArr: -1450

Jackpot: 500
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #15028 (isolation #1775) » Tue Jul 03, 2018 3:21 pm

Post by JerryArr »

Cannot be rolled if you have an Anti-Cripple

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

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

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

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

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

38: +500
39: -500
40: +100
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!!!


Cannot be rolled if you have a Cripple

Spoiler: Hipster Die
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 [/b]
+200
and gain a Diamond.[/b]
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 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. If you did, 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
#

169: Portable Trick Die (!)
170: Trade one symbol with another player if possible (excluding Lucky Start).
171: LEND 100: Give 100 to another player.
172: Builder-Change a 'Create your own space' into something of your choice. Then activate a space 2-10 that isn't a 'create your own space' that isn't the one you just made
173: Swap Roll-Revert the score and symbols of the last player who rolled to what they had before their turn. You now take the result of their turn.
174:
Equalizer
- Roll a 30d50. Everyone merges with the generated value. (Example at .)
175:
JACKPOT!!!

176: Symbol Shop 2.0-You may purchase up to 1 of each of the following for the listed price; * for -100, ♦ for -30, # for -100, ^ for -150, 3 of > for -150, ! for -200, + for -50 OR buy all for -500
177: Take the last 3 numbers in the post number you rolled the die for and multiply them together (If there is a 0 change it to a '5'). If the number is even add it to your score. If it's odd subtract it from your score.
178: Divide your score by [1d5], then multiply it by [1d3].
179: Convert all your symbols into 2 Accelerants for each symbol.
180:
Anti-Cripple:
As long as you have this roll 1d<current dice size - 100>, add 100, and use the result as your roll. This is lost if you are at or go below 0. This symbol is represented by §. Cripples and Anti-Cripples remove each other.
181: Night Bonus-If it is between 6PM and 6AM in your timezone when your die is rolled, gain
+300
. Otherwise, lose
-300

182: Multiply the digits of your current score and add the total to your score.
183: Roll again, but apply the effects one above and one below in addition to the normal effect, wrapping around if needed.
184: Wacky Pack: Roll 4 dice. Activate the rolls in the order you rolled them, however, you must double one, pick another player to take one, keep one normal, and ignore one.
185: Lovers - Erase all of your symbols, and all of another player symbols (except club and diamond). Both of you gain a ♥. Any time either of your scores move, the other player's score moves in the same direction, at 50% distance. Only two players can have ♥'s at a time. If either of you gains any symbol, you both lose your hearts.
186: +266, then change this number by (1d100)-50. This cannot cause the number to be higher/lower than +/-500.
187: 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

188: The player(s) with the lowest score flip their score to positive. If they already are positive they get +300 instead
189: Mellow Yellow: Gain 2 random yellow symbols.
190:
GO TO X
(where x is 10 times 1d100)


Spoiler: Gambling Die
1: -400
2: -300
3: -300
4: -200
5: -100
6: 0
7: +100
8: +200
9: +300
10: +400


Symbol die costs 100 points to use - CANNOT use if at or above 750 points

Spoiler: Symbol Die
1: *
2: #
3: ^
4: !
5: $
6: %
7: ◉
8: ♦
9: >
10: &


You must be in Last Place to use this die and at least 500 from the leader

Spoiler: Last Place Die
1: RESET
2: +250
3: Choose 1 or 2
4: **
5: Take a Free die roll on the 'Gambling Die'. If you get a negative number make it positive. If you get a RESET you do not have to if you choose not to
6: +250
7: Eliminate a die currently being used. Remove this space once that has been done.
+75

8: -100
9: +200
10: Remove all negative symbols in play
11:
GO TO 500
unless your score is >500
12: +300
13: -20
14: +50
15: +175
16: +172
17: Gain a symbol of your choice (other than the clover or heart)
18: +300
19: +40
20:
Jackpot!!!


Spoiler: Custom Die
1: Create your own space
2: Create your own space
3: Create your own space
4: Recursive. Roll 2d3. On a 1, +30. On a 2, -25. On a 3, activate Recursive again.
5: -700, then roll Last Place Die.
6: Create your own space
7: Create your own space
8: Create your own space
9: Create your own space
10: Create your own space
11: Create your own space
12: Create your own space
13: Create your own space
14: -1, then ROLL ANOTHER DIE
15: You may reset the Custom Die if you want, then +50
16: Create your own space
17: Create your own space
18: Create your own space
19: Create your own space
20: Reset all spaces on this die to 'Create your own space'
Last edited by Guest on Wed Jul 04, 2018 2:26 am, edited 1 time in total.
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #15029 (isolation #1776) » Tue Jul 03, 2018 3:21 pm

Post by JerryArr »

Hipster!

Original Roll String: 1d90+100
1 90-Sided Dice: (87)+100 = 187
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #15030 (isolation #1777) » Tue Jul 03, 2018 3:22 pm

Post by JerryArr »

**TK: 500
Jumble: 35
Irrelephant: 0
♦Mallow: -241
&JerryArr: -1450

Jackpot: 600
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #15040 (isolation #1778) » Wed Jul 04, 2018 4:09 pm

Post by JerryArr »

Custom!

Original Roll String: 1d20
1 20-Sided Dice: (1) = 1
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #15041 (isolation #1779) » Wed Jul 04, 2018 4:12 pm

Post by JerryArr »

Custom 1 is now "You may roll two dice of any type to which you are entitled, but if either gives you a negative symbol or loses you points, ignore ALL positive effects and
UNLUCKY
:("

The two dice can be different types or the same one.
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #15077 (isolation #1780) » Thu Jul 05, 2018 9:18 am

Post by JerryArr »

Cannot be rolled if you have an Anti-Cripple

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

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

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

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

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

38: +500
39: -500
40: +100
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!!!


Cannot be rolled if you have a Cripple

Spoiler: Hipster Die
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 [/b]
+200
and gain a Diamond.[/b]
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 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. If you did, 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
#

169: Portable Trick Die (!)
170: Trade one symbol with another player if possible (excluding Lucky Start).
171: LEND 100: Give 100 to another player.
172: Builder-Change a 'Create your own space' into something of your choice. Then activate a space 2-10 that isn't a 'create your own space' that isn't the one you just made
173: Swap Roll-Revert the score and symbols of the last player who rolled to what they had before their turn. You now take the result of their turn.
174:
Equalizer
- Roll a 30d50. Everyone merges with the generated value. (Example at .)
175:
JACKPOT!!!

176: Symbol Shop 2.0-You may purchase up to 1 of each of the following for the listed price; * for -100, ♦ for -30, # for -100, ^ for -150, 3 of > for -150, ! for -200, + for -50 OR buy all for -500
177: Take the last 3 numbers in the post number you rolled the die for and multiply them together (If there is a 0 change it to a '5'). If the number is even add it to your score. If it's odd subtract it from your score.
178: Divide your score by [1d5], then multiply it by [1d3].
179: Convert all your symbols into 2 Accelerants for each symbol.
180:
Anti-Cripple:
As long as you have this roll 1d<current dice size - 100>, add 100, and use the result as your roll. This is lost if you are at or go below 0. This symbol is represented by §. Cripples and Anti-Cripples remove each other.
181: Night Bonus-If it is between 6PM and 6AM in your timezone when your die is rolled, gain
+300
. Otherwise, lose
-300

182: Multiply the digits of your current score and add the total to your score.
183: Roll again, but apply the effects one above and one below in addition to the normal effect, wrapping around if needed.
184: Wacky Pack: Roll 4 dice. Activate the rolls in the order you rolled them, however, you must double one, pick another player to take one, keep one normal, and ignore one.
185: Lovers - Erase all of your symbols, and all of another player symbols (except club and diamond). Both of you gain a ♥. Any time either of your scores move, the other player's score moves in the same direction, at 50% distance. Only two players can have ♥'s at a time. If either of you gains any symbol, you both lose your hearts.
186: +266, then change this number by (1d100)-50. This cannot cause the number to be higher/lower than +/-500.
187: 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

188: The player(s) with the lowest score flip their score to positive. If they already are positive they get +300 instead
189: Mellow Yellow: Gain 2 random yellow symbols.
190:
GO TO X
(where x is 10 times 1d100)


Spoiler: Gambling Die
1: -400
2: -300
3: -300
4: -200
5: -100
6: 0
7: +100
8: +200
9: +300
10: +400


Symbol die costs 100 points to use - CANNOT use if at or above 750 points

Spoiler: Symbol Die
1: *
2: #
3: ^
4: !
5: $
6: %
7: ◉
8: ♦
9: >
10: &


You must be in Last Place to use this die and at least 500 from the leader

Spoiler: Last Place Die
1: RESET
2: +250
3: Choose 1 or 2
4: **
5: Take a Free die roll on the 'Gambling Die'. If you get a negative number make it positive. If you get a RESET you do not have to if you choose not to
6: +250
7: Eliminate a die currently being used. Remove this space once that has been done.
+75

8: -100
9: +200
10: Remove all negative symbols in play
11:
GO TO 500
unless your score is >500
12: +300
13: -20
14: +50
15: +175
16: +172
17: Gain a symbol of your choice (other than the clover or heart)
18: +300
19: +40
20:
Jackpot!!!


Spoiler: Custom Die
1: You may roll two dice of any type to which you are entitled, but if either gives you a negative symbol or loses you points, ignore ALL positive effects and
UNLUCKY
:(
2: Create your own space
3: Create your own space
4: Recursive. Roll 2d3. On a 1, +30. On a 2, -25. On a 3, activate Recursive again.
5: -700, then roll Last Place Die.
6: Change the lowest two create your own spaces to something of your choice. If you cannot do this then reset 5 spaces instead.
7:
JACKPOT!!!

8: -25
9: Create your own space
10: Create your own space
11: Create your own space
12: Express (Use the Basic Die. Ignore this space and roll this die again if you have the Anti-Cripple)
13: Create your own space
14: -1, then ROLL ANOTHER DIE
15: You may reset the Custom Die if you want, then +50
16: Create your own space
17: Create your own space
18: Create your own space
19: Create your own space
20: Reset all spaces on this die to 'Create your own space'
Last edited by Guest on Fri Jul 06, 2018 2:07 am, edited 1 time in total.
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #15078 (isolation #1781) » Thu Jul 05, 2018 9:27 am

Post by JerryArr »

Gambler die!

Original Roll String: 1d10
1 10-Sided Dice: (3) = 3
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #15079 (isolation #1782) » Thu Jul 05, 2018 9:29 am

Post by JerryArr »

TK: 900
♦&Jumble: 135
%Irrelephant: 0
♦Mallow: 194
&JerryArr: -3400
Gamma: 190

Jackpot: 1050
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #15152 (isolation #1783) » Fri Jul 06, 2018 3:12 pm

Post by JerryArr »

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

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

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

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

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

38: +500
39: -500
40: +100
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 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. If you did, 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
#

169: Portable Trick Die (!)
170: Trade one symbol with another player if possible (excluding Lucky Start).
171: LEND 100: Give 100 to another player.
172: Builder-Change a 'Create your own space' into something of your choice. Then activate a space 2-10 that isn't a 'create your own space' that isn't the one you just made
173: Swap Roll-Revert the score and symbols of the last player who rolled to what they had before their turn. You now take the result of their turn.
174:
Equalizer
- Roll a 30d50. Everyone merges with the generated value. (Example at .)
175:
JACKPOT!!!

176: Symbol Shop 2.0-You may purchase up to 1 of each of the following for the listed price; * for -100, ♦ for -30, # for -100, ^ for -150, 3 of > for -150, ! for -200, + for -50 OR buy all for -500
177: Take the last 3 numbers in the post number you rolled the die for and multiply them together (If there is a 0 change it to a '5'). If the number is even add it to your score. If it's odd subtract it from your score.
178: Divide your score by [1d5], then multiply it by [1d3].
179: Convert all your symbols into 2 Accelerants for each symbol.
180:
Anti-Cripple:
As long as you have this roll 1d<current dice size - 100>, add 100, and use the result as your roll. This is lost if you are at or go below 0. This symbol is represented by §. Cripples and Anti-Cripples remove each other.
181: Night Bonus-If it is between 6PM and 6AM in your timezone when your die is rolled, gain
+300
. Otherwise, lose
-300

182: Multiple the digits of your current score and add the total to your score.
183: Roll again, but apply the effects one above and one below in addition to the normal effect, wrapping around if needed.
184: Wacky Pack: Roll 4 dice. Activate the rolls in the order you rolled them, however, you must double one, pick another player to take one, keep one normal, and ignore one.
185: Erase all of your symbols, and all of another player symbols (except club and diamond). Both of you gain a ♥. Any time either of your scores move, the other player's score moves in the same direction, at 50% distance. Only two players can have ♥'s at a time. If either of you gains any symbol, you both lose your hearts.
186: +150, then change this number by (1d100)-50. This cannot cause the number to be higher/lower than +/-500.
187: 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

188: The player(s) with the lowest score flip their score to positive. If they already are positive they get +300 instead
189: Mellow Yellow: Gain 2 random yellow symbols.
190:
GO TO X
(where X is 10 times 1d100)
191: Gain a Ø. The next Russian Roulette that is done you are not factored in. After this occurs, lose one Ø. -177 now
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #15153 (isolation #1784) » Fri Jul 06, 2018 3:13 pm

Post by JerryArr »

Original Roll String: 1d191
1 191-Sided Dice: (6) = 6
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #15154 (isolation #1785) » Fri Jul 06, 2018 3:14 pm

Post by JerryArr »

I'm good at this

Jumble: 570
Mallow: 420
TK: -500
JerryArr: -500

Jackpot: 500
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #15157 (isolation #1786) » Fri Jul 06, 2018 3:38 pm

Post by JerryArr »

Original Roll String: 1d191
1 191-Sided Dice: (33) = 33
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #15158 (isolation #1787) » Fri Jul 06, 2018 3:39 pm

Post by JerryArr »

Thanks die roll

Jumble: 770
Mallow: 420
TK: -500
JerryArr: -500

Jackpot: 500
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #15161 (isolation #1788) » Sat Jul 07, 2018 9:26 am

Post by JerryArr »

Original Roll String: 1d191
1 191-Sided Dice: (9) = 9
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #15162 (isolation #1789) » Sat Jul 07, 2018 9:27 am

Post by JerryArr »

Jumble: 895
Mallow: 420
TK: -500
JerryArr: -495

Jackpot: 500
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #15317 (isolation #1790) » Sat Jul 14, 2018 3:38 pm

Post by JerryArr »

Original Roll String: 1d194
1 194-Sided Dice: (193) = 193
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #15318 (isolation #1791) » Sat Jul 14, 2018 3:39 pm

Post by JerryArr »

Ooh

Original Roll String: 10d150
10 150-Sided Dice: (141, 80, 146, 18, 109, 88, 16, 109, 67, 65) = 839
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #15319 (isolation #1792) » Sat Jul 14, 2018 3:40 pm

Post by JerryArr »

♦^>>>>!+Mallow: 797
!Irrelephant11: -200
Jumble: 0
TK: 0
JerryArr: 635

Jackpot: 500
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #15344 (isolation #1793) » Tue Jul 17, 2018 4:26 am

Post by JerryArr »

Original Roll String: 1d194
1 194-Sided Dice: (166) = 166
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #15345 (isolation #1794) » Tue Jul 17, 2018 4:26 am

Post by JerryArr »

$♦^+Mallow: 805
$!Irrelephant11: 420
$Jumble: 465
$TK: 420
$JerryArr: 460

Jackpot: 460
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #15349 (isolation #1795) » Tue Jul 17, 2018 4:47 am

Post by JerryArr »

Original Roll String: 1d194
1 194-Sided Dice: (88) = 88
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #15350 (isolation #1796) » Tue Jul 17, 2018 4:47 am

Post by JerryArr »

$♦^+Mallow: 805
$!Irrelephant11: 420
$Jumble: 641
$TK: 420
$JerryArr: 360

Jackpot: 460
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #15376 (isolation #1797) » Tue Jul 17, 2018 10:03 am

Post by JerryArr »

1: +400
2: Create your own space
3: Create your own space
4: Russian Roulette for -1,500
5: Create your own space
6: Create your own space
7: Create your own space
8: Create your own space
9: Roll 1d5. Gain 80x the roll and gain that many Critical Hits.
10: Create your own space
11:
-200

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

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

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

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

38: +500
39: -500
40: +100
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 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. If you did, 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
#

169: Portable Trick Die (!)
170: Trade one symbol with another player if possible (excluding Lucky Start).
171: LEND 100: Give 100 to another player.
172: Builder-Change a 'Create your own space' into something of your choice. Then activate a space 2-10 that isn't a 'create your own space' that isn't the one you just made
173: Swap Roll-Revert the score and symbols of the last player who rolled to what they had before their turn. You now take the result of their turn.
174:
Equalizer
- Roll a 30d50. Everyone merges with the generated value. (Example at .)
175:
JACKPOT!!!

176: Symbol Shop 2.0-You may purchase up to 1 of each of the following for the listed price; * for -100, ♦ for -30, # for -100, ^ for -150, 3 of > for -150, ! for -200, + for -50 OR buy all for -500
177: Take the last 3 numbers in the post number you rolled the die for and multiply them together (If there is a 0 change it to a '5'). If the number is even add it to your score. If it's odd subtract it from your score.
178: Divide your score by [1d5], then multiply it by [1d3].
179: Convert all your symbols into 2 Accelerants for each symbol.
180:
Anti-Cripple:
As long as you have this roll 1d<current dice size - 100>, add 100, and use the result as your roll. This is lost if you are at or go below 0. This symbol is represented by §. Cripples and Anti-Cripples remove each other.
181: Night Bonus-If it is between 6PM and 6AM in your timezone when your die is rolled, gain
+300
. Otherwise, lose
-300

182: Multiple the digits of your current score and add the total to your score.
183: Roll again, but apply the effects one above and one below in addition to the normal effect, wrapping around if needed.
184: Wacky Pack: Roll 4 dice. Activate the rolls in the order you rolled them, however, you must double one, pick another player to take one, keep one normal, and ignore one.
185: Erase all of your symbols, and all of another player symbols (except club and diamond). Both of you gain a ♥. Any time either of your scores move, the other player's score moves in the same direction, at 50% distance. Only two players can have ♥'s at a time. If either of you gains any symbol, you both lose your hearts.
186: +150, then change this number by (1d100)-50. This cannot cause the number to be higher/lower than +/-500.
187: 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

188: The player(s) with the lowest score flip their score to positive. If they already are positive they get +300 instead
189: Mellow Yellow: Gain 2 random yellow symbols.
190:
GO TO X
(where X is 10 times 1d100)
191: Gain a Ø. The next Russian Roulette that is done you are not factored in. After this occurs, lose one Ø.
-177
now
192:
EVERYONE UNLUCKY :(

193: Day of the Week Special-Gain or lose depending on Day of the week when die is rolled (Monday
-352
, Tuesday +35, Wednesday MERGE, Thursday
+236
, Friday gain a + and a Ø, Saturday +300, Sunday EVERYONE +2)
194:
-450

195: Gain a ¥ (Faulty Protect). The next time you lose points, roll 1d4. 1 protects as usual, 2 only protects half of the loss, 3 causes a Critical Hit, and 4 causes twice the loss.
Last edited by Guest on Wed Jul 18, 2018 3:27 am, edited 1 time in total.
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #15377 (isolation #1798) » Tue Jul 17, 2018 10:03 am

Post by JerryArr »

Original Roll String: 1d194
1 194-Sided Dice: (184) = 184
User avatar
JerryArr
JerryArr
he/him
Goon
User avatar
User avatar
JerryArr
he/him
Goon
Goon
Posts: 418
Joined: April 3, 2012
Pronoun: he/him
Location: Round Rock, TX

Post Post #15378 (isolation #1799) » Tue Jul 17, 2018 10:03 am

Post by JerryArr »

$♦>>>+Mallow: 812
$!Irrelephant11: 766
$Jumble: 424
$TK: 634
$>>>JerryArr: 604

Jackpot: 460

Return to “Sens-O-Tape Archive”