Race to 1500! (Game 109)

For completed/abandoned Mish Mash Games.
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Post Post #15381 (isolation #1800) » Tue Jul 17, 2018 12:14 pm

Post by JerryArr »

Original Roll String: 1d194
1 194-Sided Dice: (125) = 125
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Post Post #15382 (isolation #1801) » Tue Jul 17, 2018 12:15 pm

Post by JerryArr »

$♦>>>+Mallow: 812
$!Irrelephant11: 766
$Jumble: 449
$TK: 634
$>>JerryArr: 1085

Jackpot: 760
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Post Post #15385 (isolation #1802) » Tue Jul 17, 2018 1:17 pm

Post by JerryArr »

Original Roll String: 1d194
1 194-Sided Dice: (190) = 190
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Post Post #15386 (isolation #1803) » Tue Jul 17, 2018 1:18 pm

Post by JerryArr »

Boooo

$♦>>>+Mallow: 812
$!Irrelephant11: 766
%$Jumble: 449
$TK: 634
$>JerryArr: 0

Jackpot: 760
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Post Post #15389 (isolation #1804) » Tue Jul 17, 2018 5:27 pm

Post by JerryArr »

Original Roll String: 1d194
1 194-Sided Dice: (187) = 187
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Post Post #15390 (isolation #1805) » Tue Jul 17, 2018 5:28 pm

Post by JerryArr »

$♦>>>+Mallow: 812
$!Irrelephant11: 766
%$Jumble: 449
$TK: 634
$JerryArr: 28

Jackpot: 760
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Post Post #15404 (isolation #1806) » Wed Jul 18, 2018 3:47 am

Post by JerryArr »

Original Roll String: 1d194
1 194-Sided Dice: (13) = 13
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Post Post #15405 (isolation #1807) » Wed Jul 18, 2018 3:48 am

Post by JerryArr »

Let's see... zero times zero... plus zero... carry the zero...

Jumble: 0
Mallow: 500
JerryArr: 0

Jackpot: 500
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Post Post #15410 (isolation #1808) » Wed Jul 18, 2018 9:59 am

Post by JerryArr »

Original Roll String: 1d195
1 195-Sided Dice: (73) = 73
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Post Post #15411 (isolation #1809) » Wed Jul 18, 2018 9:59 am

Post by JerryArr »

Jumble: 750
Mallow: 470
JerryArr: 100

Jackpot: 500
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Post Post #15416 (isolation #1810) » Wed Jul 18, 2018 2:40 pm

Post by JerryArr »

Original Roll String: 1d195
1 195-Sided Dice: (151) = 151
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Post Post #15417 (isolation #1811) » Wed Jul 18, 2018 2:41 pm

Post by JerryArr »

%Jumble: 880
♣%Mallow: 470
JerryArr: 200

Jackpot: 500
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Post Post #15420 (isolation #1812) » Wed Jul 18, 2018 3:37 pm

Post by JerryArr »

Original Roll String: 1d195
1 195-Sided Dice: (121) = 121
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Post Post #15421 (isolation #1813) » Wed Jul 18, 2018 3:38 pm

Post by JerryArr »

Jumble: 200
♣Mallow: 470
JerryArr: 200

Jackpot: 500
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Post Post #15483 (isolation #1814) » Thu Jul 19, 2018 9:53 am

Post by JerryArr »

Original Roll String: 1d196
1 196-Sided Dice: (30) = 30
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Post Post #15484 (isolation #1815) » Thu Jul 19, 2018 9:53 am

Post by JerryArr »

$Mallowgeno: 921
$Jumble: 1067
$#Irrelephant11: 896
JerryArr: -55

Jackpot: 300
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Post Post #15487 (isolation #1816) » Thu Jul 19, 2018 1:02 pm

Post by JerryArr »

Original Roll String: 1d196
1 196-Sided Dice: (139) = 139
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Post Post #15488 (isolation #1817) » Thu Jul 19, 2018 1:03 pm

Post by JerryArr »

$Mallowgeno: 921
+$Jumble: 1067
$#Irrelephant11: 896
JerryArr: -355

Jackpot: 500
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Post Post #15496 (isolation #1818) » Thu Jul 19, 2018 5:28 pm

Post by JerryArr »

Original Roll String: 1d196
1 196-Sided Dice: (107) = 107
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Post Post #15497 (isolation #1819) » Thu Jul 19, 2018 5:29 pm

Post by JerryArr »

Original Roll String: 1d4
1 4-Sided Dice: (1) = 1
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Post Post #15498 (isolation #1820) » Thu Jul 19, 2018 5:29 pm

Post by JerryArr »

$Mallowgeno: 1046
+$Jumble: 1253
$#Irrelephant11: -104
JerryArr: -355

Jackpot: 736
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Post Post #15545 (isolation #1821) » Fri Jul 20, 2018 5:33 am

Post by JerryArr »

Original Roll String: 1d197
1 197-Sided Dice: (52) = 52
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Post Post #15546 (isolation #1822) » Fri Jul 20, 2018 5:33 am

Post by JerryArr »

IMPOSSIBLE so I won't do it

$Jumble: 800
$Allo: 375
$Mallow: -350
JerryArr: 0

Jackpot: 500
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Post Post #15556 (isolation #1823) » Fri Jul 20, 2018 9:55 am

Post by JerryArr »

Original Roll String: 1d197
1 197-Sided Dice: (108) = 108
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Post Post #15557 (isolation #1824) » Fri Jul 20, 2018 9:56 am

Post by JerryArr »

¥Jumble: 800
$Allo: 275
$$Mallow: -350
JerryArr: -300

Jackpot: 400
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Post Post #15560 (isolation #1825) » Sat Jul 21, 2018 6:43 am

Post by JerryArr »

Original Roll String: 1d197
1 197-Sided Dice: (30) = 30
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Post Post #15561 (isolation #1826) » Sat Jul 21, 2018 6:43 am

Post by JerryArr »

¥Jumble: 1100
$Allo: 275
$$Mallow: -350
JerryArr: -500

Jackpot: 300
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Post Post #15565 (isolation #1827) » Sat Jul 21, 2018 12:47 pm

Post by JerryArr »

Original Roll String: 1d197
1 197-Sided Dice: (152) = 152
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Post Post #15566 (isolation #1828) » Sat Jul 21, 2018 12:49 pm

Post by JerryArr »

Merging with Jumble, activating the Faulty Protect...

Original Roll String: 1d4
1 4-Sided Dice: (2) = 2
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Post Post #15567 (isolation #1829) » Sat Jul 21, 2018 12:49 pm

Post by JerryArr »

Jumble: -500
$Allo: 275
$$Mallow: -1350
JerryArr: 0

Jackpot: 300
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Post Post #15570 (isolation #1830) » Sat Jul 21, 2018 3:05 pm

Post by JerryArr »

Original Roll String: 1d197
1 197-Sided Dice: (12) = 12
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Post Post #15571 (isolation #1831) » Sat Jul 21, 2018 3:06 pm

Post by JerryArr »

Original Roll String: 1d197
1 197-Sided Dice: (152) = 152
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Post Post #15572 (isolation #1832) » Sat Jul 21, 2018 3:06 pm

Post by JerryArr »

doh

Jumble: -570
$Allo: 275
$$Mallow: -1350
JerryArr: -300

Jackpot: 300
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Post Post #15579 (isolation #1833) » Sun Jul 22, 2018 7:08 am

Post by JerryArr »

Original Roll String: 1d197
1 197-Sided Dice: (21) = 21
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Post Post #15580 (isolation #1834) » Sun Jul 22, 2018 7:09 am

Post by JerryArr »

1: +400
2: Create your own space
3: Create your own space
4: Create your own space
5: YARD SALE: Players currently on the scoreboard becomes yardsale participants. All symbols currently in play are put in a "pile" between the scores and the jackpot, along with 100 points from each participant. You start by taking your fair share (e.g. 1/3 of the availabel options if there are three players on the scoreboard), or pay 100 per extra symbol you'd like - this 100 pts replaces the symbol in the pile, becoming available for other players to take. This pile remains until the other participating players take their fair share and the pile becomes empty.
6: STEAL 500
7: Create your own space
8: Create your own space
9: Create your own space
10: RESET
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. (Application order is -1#, #, +1#)
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: +192, 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.
196: Gain a ¥and a Ø. Lower Jackpot by 100.
197: Gain a Narrow Guard (/). This protects a negative effect that only affects you.
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Post Post #15581 (isolation #1835) » Sun Jul 22, 2018 7:09 am

Post by JerryArr »

Jumble: 65
$Allo: 275
$$Mallow: -1350
*JerryArr: -300

Jackpot: 300
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Post Post #15584 (isolation #1836) » Sun Jul 22, 2018 8:47 am

Post by JerryArr »

Original Roll String: 1d197
1 197-Sided Dice: (162) = 162
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Post Post #15585 (isolation #1837) » Sun Jul 22, 2018 8:47 am

Post by JerryArr »

Jumble: 65
$Allo: 275
$$Mallow: -1350
*JerryArr: -50

Jackpot: 550
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Post Post #15588 (isolation #1838) » Sun Jul 22, 2018 1:02 pm

Post by JerryArr »

Original Roll String: 1d197
1 197-Sided Dice: (143) = 143
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Post Post #15589 (isolation #1839) » Sun Jul 22, 2018 1:02 pm

Post by JerryArr »

Jumble: 215
$Allo: 275
$$Mallow: -1350
*JerryArr: 50

Jackpot: 550
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Post Post #15592 (isolation #1840) » Sun Jul 22, 2018 4:12 pm

Post by JerryArr »

Original Roll String: 1d197
1 197-Sided Dice: (46) = 46
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Post Post #15593 (isolation #1841) » Sun Jul 22, 2018 4:13 pm

Post by JerryArr »

Big Wheel time!

Original Roll String: 1d20
1 20-Sided Dice: (20) = 20
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Post Post #15594 (isolation #1842) » Sun Jul 22, 2018 4:13 pm

Post by JerryArr »

I'll go again.

Original Roll String: 1d20
1 20-Sided Dice: (9) = 9
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Post Post #15595 (isolation #1843) » Sun Jul 22, 2018 4:14 pm

Post by JerryArr »

Jumble: 565
$Allo: 275
$$Mallow: -1350
*JerryArr: 275

Jackpot: 550
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Post Post #15598 (isolation #1844) » Sun Jul 22, 2018 5:02 pm

Post by JerryArr »

Original Roll String: 1d197
1 197-Sided Dice: (65) = 65
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Post Post #15599 (isolation #1845) » Sun Jul 22, 2018 5:03 pm

Post by JerryArr »

Triple roll

Original Roll String: 1d197
1 197-Sided Dice: (154) = 154
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Post Post #15600 (isolation #1846) » Sun Jul 22, 2018 5:03 pm

Post by JerryArr »

*^Jumble: 315
$Allo: 275
$$Mallow: -1350
*JerryArr: 335

Jackpot: 550
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Post Post #15628 (isolation #1847) » Mon Jul 23, 2018 3:06 pm

Post by JerryArr »

Original Roll String: 1d197
1 197-Sided Dice: (37) = 37
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Post Post #15629 (isolation #1848) » Mon Jul 23, 2018 3:06 pm

Post by JerryArr »

1: +400
2: Create your own space
3: +100 x the number of players in the game.
4: Create your own space
5: Create your own space
6: STEAL 500
7: Create your own space
8: Create your own space
9: -200 if negative, +200 if not
10: RESET
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. (Application order is -1#, #, +1#)
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: +192, 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.
196: Gain a ¥and a Ø. Lower Jackpot by 100.
197: Gain a Narrow Guard (/). This protects a negative effect that only affects you.
Last edited by mallowgeno on Tue Jul 24, 2018 4:03 am, edited 1 time in total.
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Post Post #15630 (isolation #1849) » Mon Jul 23, 2018 3:07 pm

Post by JerryArr »

$Jumble: 615
$$Allo: 203
$$$Mallow: -656
+$JerryArr: 335
$TK: -30

Jackpot: 300
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Post Post #15664 (isolation #1850) » Tue Jul 24, 2018 7:11 am

Post by JerryArr »

Original Roll String: 1d197
1 197-Sided Dice: (168) = 168
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Post Post #15665 (isolation #1851) » Tue Jul 24, 2018 7:11 am

Post by JerryArr »

§&$Jumble: 920
$$Allo: 503
¥$$$Mallow: 900
+$JerryArr: 660
$TK: 300
Irrelephant11: 370

Jackpot: 400
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Post Post #15668 (isolation #1852) » Tue Jul 24, 2018 10:33 am

Post by JerryArr »

Original Roll String: 1d197
1 197-Sided Dice: (22) = 22
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Post Post #15669 (isolation #1853) » Tue Jul 24, 2018 10:33 am

Post by JerryArr »

§&$Jumble: 920
$$Allo: 503
¥$$$Mallow: 1200
+JerryArr: 660
$TK: 300
Irrelephant11: 370

Jackpot: 400
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Post Post #15672 (isolation #1854) » Tue Jul 24, 2018 1:57 pm

Post by JerryArr »

Original Roll String: 1d197
1 197-Sided Dice: (164) = 164
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Post Post #15673 (isolation #1855) » Tue Jul 24, 2018 1:57 pm

Post by JerryArr »

§$Jumble: 920
$$Allo: 503
¥$$$Mallow: 1200
+JerryArr: 760
$TK: 300
Irrelephant11: 370

Jackpot: 500
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Post Post #15676 (isolation #1856) » Tue Jul 24, 2018 1:59 pm

Post by JerryArr »

1: +400
2: Create your own space
3: +100 x the number of players in the game.
4: Create your own space
5: Create your own space
6: STEAL 500
7: Create your own space
8: Create your own space
9: -200 if negative, +200 if not
10: RESET
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. (Application order is -1#, #, +1#)
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: +192, 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.
196: Gain a ¥and a Ø. Lower Jackpot by 100.
197: Gain a Narrow Guard (/). This protects a negative effect that only affects you.
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Post Post #15677 (isolation #1857) » Tue Jul 24, 2018 1:59 pm

Post by JerryArr »

Original Roll String: 1d197
1 197-Sided Dice: (36) = 36
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Post Post #15678 (isolation #1858) » Tue Jul 24, 2018 1:59 pm

Post by JerryArr »

$Jumble: 920
$$Allo: 503
¥$$$Mallow: 1200
+JerryArr: 720
$TK: 300
Irrelephant11: 370

Jackpot: 500
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Post Post #15681 (isolation #1859) » Tue Jul 24, 2018 3:54 pm

Post by JerryArr »

Original Roll String: 1d197
1 197-Sided Dice: (91) = 91
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Post Post #15682 (isolation #1860) » Tue Jul 24, 2018 3:54 pm

Post by JerryArr »

Original Roll String: 1d7
1 7-Sided Dice: (4) = 4
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Post Post #15683 (isolation #1861) » Tue Jul 24, 2018 3:54 pm

Post by JerryArr »

Booo

$Jumble: 730
$$Allo: 503
¥$$$Mallow: 1200
+JerryArr: 620
$TK: 300
Irrelephant11: 370

Jackpot: 400
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Post Post #15686 (isolation #1862) » Tue Jul 24, 2018 5:53 pm

Post by JerryArr »

Original Roll String: 1d197
1 197-Sided Dice: (163) = 163
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Post Post #15687 (isolation #1863) » Tue Jul 24, 2018 5:53 pm

Post by JerryArr »

$Jumble: 830
$$Allo: 503
¥$$$Mallow: 1200
+JerryArr: 1120
$TK: 300
Irrelephant11: 370

Jackpot: 400
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Post Post #15702 (isolation #1864) » Wed Jul 25, 2018 9:13 am

Post by JerryArr »

Original Roll String: 1d197
1 197-Sided Dice: (154) = 154
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Post Post #15703 (isolation #1865) » Wed Jul 25, 2018 9:13 am

Post by JerryArr »

$Jumble: 370
$$Allo: 503
~$$$Mallow: 695
+JerryArr: 1220
$TK: 300
Irrelephant11: 1260

Jackpot: 500
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Post Post #15706 (isolation #1866) » Wed Jul 25, 2018 3:37 pm

Post by JerryArr »

Original Roll String: 1d197
1 197-Sided Dice: (106) = 106
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Post Post #15707 (isolation #1867) » Wed Jul 25, 2018 3:38 pm

Post by JerryArr »

$Jumble: 570
$$Allo: 503
~$$$Mallow: 695
+JerryArr: 1245
$TK: 300
Irrelephant11: 1260

Jackpot: 500
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Post Post #15715 (isolation #1868) » Wed Jul 25, 2018 4:36 pm

Post by JerryArr »

Original Roll String: 1d197
1 197-Sided Dice: (89) = 89
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Post Post #15716 (isolation #1869) » Wed Jul 25, 2018 4:37 pm

Post by JerryArr »

Jumble: 908
$Allo: 503
~$$Mallow: 575
JerryArr: 408
TK: 300
Irrelephant11: 760

Jackpot: 500
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Post Post #15768 (isolation #1870) » Thu Jul 26, 2018 8:27 am

Post by JerryArr »

Original Roll String: 1d198
1 198-Sided Dice: (130) = 130
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Post Post #15769 (isolation #1871) » Thu Jul 26, 2018 8:27 am

Post by JerryArr »

Mallow: -100
♦Jumble: -93
JerryArr: 250

Jackpot: 750
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Post Post #15772 (isolation #1872) » Thu Jul 26, 2018 8:29 am

Post by JerryArr »

Original Roll String: 1d198
1 198-Sided Dice: (10) = 10
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Post Post #15773 (isolation #1873) » Thu Jul 26, 2018 8:30 am

Post by JerryArr »

Mallow: -100
♦Jumble: -93
JerryArr: 245
Irrelephant11: -100

Jackpot: 750
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Post Post #15780 (isolation #1874) » Thu Jul 26, 2018 10:26 am

Post by JerryArr »

Original Roll String: 1d198
1 198-Sided Dice: (73) = 73
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Post Post #15781 (isolation #1875) » Thu Jul 26, 2018 10:26 am

Post by JerryArr »

Mallow: -310
♦Jumble: -131
*JerryArr: 245
Irrelephant11: -100

Jackpot: 750
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Post Post #15784 (isolation #1876) » Thu Jul 26, 2018 1:12 pm

Post by JerryArr »

Original Roll String: 1d198
1 198-Sided Dice: (72) = 72
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Post Post #15785 (isolation #1877) » Thu Jul 26, 2018 1:12 pm

Post by JerryArr »

Mallow: -310
♦Jumble: -131
*JerryArr: 345
Irrelephant11: -100

Jackpot: 750
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Post Post #15788 (isolation #1878) » Thu Jul 26, 2018 4:42 pm

Post by JerryArr »

Original Roll String: 1d198
1 198-Sided Dice: (166) = 166
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Post Post #15789 (isolation #1879) » Thu Jul 26, 2018 4:42 pm

Post by JerryArr »

Mallow: -310
♦Jumble: -131
JerryArr: 345
Irrelephant11: -100

Jackpot: 750
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Post Post #15794 (isolation #1880) » Fri Jul 27, 2018 6:01 pm

Post by JerryArr »

Original Roll String: 1d198
1 198-Sided Dice: (63) = 63
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Post Post #15795 (isolation #1881) » Fri Jul 27, 2018 6:01 pm

Post by JerryArr »

Mallow: -1060
♦Jumble: -742
JerryArr: -280
Irrelephant11: -850

Jackpot: 500
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Post Post #15798 (isolation #1882) » Sat Jul 28, 2018 5:10 pm

Post by JerryArr »

Original Roll String: 1d198
1 198-Sided Dice: (91) = 91
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Post Post #15799 (isolation #1883) » Sat Jul 28, 2018 5:10 pm

Post by JerryArr »

Trips

Original Roll String: 1d198
1 198-Sided Dice: (51) = 51
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Post Post #15800 (isolation #1884) » Sat Jul 28, 2018 5:10 pm

Post by JerryArr »

Mallow: -1060
♦Jumble: -735
JerryArr: -490
Irrelephant11: -850

Jackpot: 500
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Post Post #15803 (isolation #1885) » Sat Jul 28, 2018 6:37 pm

Post by JerryArr »

Original Roll String: 1d198
1 198-Sided Dice: (34) = 34
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Post Post #15804 (isolation #1886) » Sat Jul 28, 2018 6:39 pm

Post by JerryArr »

9 is now "+100 and a
PROTECT
for you and the
JACKPOT!!!
"
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Post Post #15805 (isolation #1887) » Sat Jul 28, 2018 6:39 pm

Post by JerryArr »

1: +400
2: Create your own space
3: Create your own space
4: If you are the first to roll this, +300. Otherwise, -200.
5: Create your own space
6: Create your own space
7: UNlucky 7s: Roll 10d7. For every 7 that shows up, roll 1d4. 1 is -100, 2 is Critical Hit, 3 is Anti-Protect, and 4 is lose a positive symbol.
8: Create your own space
9: +100 and a
PROTECT
for you and the
JACKPOT!!!

10: GO TO 2ND PLACE
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. (Application order is -1#, #, +1#)
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: +192, 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.
196: Gain a ¥and a Ø. Lower Jackpot by 100.
197: Gain a Narrow Guard (/). This protects a negative effect that only affects you.
198: EVERYONE RESET except for you
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Post Post #15808 (isolation #1888) » Sun Jul 29, 2018 7:17 am

Post by JerryArr »

Original Roll String: 1d198
1 198-Sided Dice: (28) = 28
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Post Post #15809 (isolation #1889) » Sun Jul 29, 2018 7:18 am

Post by JerryArr »

Mallow: -820
♦Jumble: -181
JerryArr: -250
Irrelephant11: -610

Jackpot: 500
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Post Post #15815 (isolation #1890) » Sun Jul 29, 2018 7:55 am

Post by JerryArr »

Original Roll String: 1d198
1 198-Sided Dice: (151) = 151
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Post Post #15816 (isolation #1891) » Sun Jul 29, 2018 7:55 am

Post by JerryArr »

Now I'm winning (as well)

Mallow: -820
*♦Jumble: -174
JerryArr: 10
Irrelephant11: -610
Agent Sparkles: 10

Jackpot: 500
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Post Post #15819 (isolation #1892) » Sun Jul 29, 2018 8:13 am

Post by JerryArr »

<3

Original Roll String: 1d198
1 198-Sided Dice: (111) = 111
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Post Post #15820 (isolation #1893) » Sun Jul 29, 2018 8:13 am

Post by JerryArr »

Mallow: -820
*♦Jumble: -174
JerryArr: 110
Irrelephant11: -610
Agent Sparkles: 510

Jackpot: 500
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Post Post #15825 (isolation #1894) » Sun Jul 29, 2018 11:16 am

Post by JerryArr »

Original Roll String: 1d198
1 198-Sided Dice: (6) = 6
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Post Post #15826 (isolation #1895) » Sun Jul 29, 2018 11:17 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: 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. (Application order is -1#, #, +1#)
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: +192, 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.
196: Gain a ¥and a Ø. Lower Jackpot by 100.
197: Gain a Narrow Guard (/). This protects a negative effect that only affects you.
198: EVERYONE RESET except for you.
199: +99 for every 9 in all players' scores, or +199 if no player has a 9 in their score. Change the Jackpot so the last two digits are 99.
Last edited by JerryArr on Sun Jul 29, 2018 11:57 am, edited 1 time in total.
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Post Post #15827 (isolation #1896) » Sun Jul 29, 2018 11:18 am

Post by JerryArr »

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

Mallow: -820
*♦Jumble: -174
*^♦JerryArr: -170
Irrelephant11: -610
&Agent Sparkles: 310

Jackpot: 500
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Post Post #15830 (isolation #1897) » Sun Jul 29, 2018 11:50 am

Post by JerryArr »

Original Roll String: 1d198
1 198-Sided Dice: (165) = 165
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Post Post #15831 (isolation #1898) » Sun Jul 29, 2018 11:51 am

Post by JerryArr »

I'll take it.

Original Roll String: 5d198
5 198-Sided Dice: (159, 134, 143, 83, 50) = 569
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Post Post #15832 (isolation #1899) » Sun Jul 29, 2018 11:53 am

Post by JerryArr »

29: -175
45: -40
159: RESET. If you did, roll 10d150. Gain the total.
38: +500
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).

This is the order.

Rolling 10d150.

Original Roll String: 10d150
10 150-Sided Dice: (129, 125, 145, 124, 130, 77, 57, 94, 43, 5) = 929
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Post Post #15833 (isolation #1900) » Sun Jul 29, 2018 11:53 am

Post by JerryArr »

Up to 1137, now doing Big Wheel

Original Roll String: 1d20
1 20-Sided Dice: (17) = 17
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Post Post #15834 (isolation #1901) » Sun Jul 29, 2018 11:54 am

Post by JerryArr »

Game over!

Mallow: -820
*♦Jumble: -174
JerryArr: 1612

Irrelephant11: -610
&Agent Sparkles: 310

Jackpot: 500
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Post Post #15835 (isolation #1902) » Sun Jul 29, 2018 11:56 am

Post by JerryArr »

199 is "+99 for every 9 in all players' scores, or +199 if no player has a 9 in their score. Change the Jackpot so the last two digits are 99."
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Post Post #15836 (isolation #1903) » Sun Jul 29, 2018 11:57 am

Post by JerryArr »

Original Roll String: 1d199
1 199-Sided Dice: (71) = 71
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Post Post #15837 (isolation #1904) » Sun Jul 29, 2018 11:57 am

Post by JerryArr »

JerryArr: 300

Jackpot: 500
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Post Post #15897 (isolation #1905) » Mon Jul 30, 2018 9:24 am

Post by JerryArr »

Original Roll String: 1d199
1 199-Sided Dice: (36) = 36
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Post Post #15898 (isolation #1906) » Mon Jul 30, 2018 9:24 am

Post by JerryArr »

JerryArr: 30
Agent Sparkles: -399
Jumble: 260
*^Mallow: 500

Jackpot: 500
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Post Post #15907 (isolation #1907) » Mon Jul 30, 2018 12:20 pm

Post by JerryArr »

Original Roll String: 1d199
1 199-Sided Dice: (192) = 192
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Post Post #15908 (isolation #1908) » Mon Jul 30, 2018 12:20 pm

Post by JerryArr »

JerryArr: 420
Agent Sparkles: 420
Jumble: 460
^^Mallow: 420

Jackpot: 600
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Post Post #15967 (isolation #1909) » Tue Jul 31, 2018 6:47 am

Post by JerryArr »

Original Roll String: 1d100
1 100-Sided Dice: (17) = 17
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Post Post #15968 (isolation #1910) » Tue Jul 31, 2018 6:47 am

Post by JerryArr »

%Jumble: -243
Sparkles: -420
%Irrelephant11: -117
Mallow: -5
JerryArr: 160

Jackpot: 423
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Post Post #16029 (isolation #1911) » Tue Jul 31, 2018 9:03 am

Post by JerryArr »

Original Roll String: 1d100
1 100-Sided Dice: (30) = 30
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Post Post #16030 (isolation #1912) » Tue Jul 31, 2018 9:04 am

Post by JerryArr »

&$Jumble: -400
&Sparkles: -490
Irrelephant11: -600
Mallow: -400
&$^JerryArr: -735

Jackpot: 500
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Post Post #16090 (isolation #1913) » Tue Jul 31, 2018 4:58 pm

Post by JerryArr »

Original Roll String: 1d100
1 100-Sided Dice: (46) = 46
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Post Post #16091 (isolation #1914) » Tue Jul 31, 2018 4:58 pm

Post by JerryArr »

Jumble: 0
Sparkles: 0
Irrelephant11: 0
Mallow: 0
JerryArr: 150
D3f3nd3r: 0
Animorpherv1: 0

Jackpot: 400
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Post Post #16102 (isolation #1915) » Tue Jul 31, 2018 5:40 pm

Post by JerryArr »

Original Roll String: 1d100
1 100-Sided Dice: (2) = 2
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Post Post #16103 (isolation #1916) » Tue Jul 31, 2018 5:40 pm

Post by JerryArr »

Jumble: 0
Sparkles: 0
Irrelephant11: 0
Mallow: 400
JerryArr: -350
D3f3nd3r: 0
Animorpherv1: 150
Jackal711: -350
TK: Meh

Jackpot: 500
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Post Post #16218 (isolation #1917) » Wed Aug 01, 2018 11:34 am

Post by JerryArr »

Now I have to adjust to 200-level die rolls

Original Roll String: 1d201
1 201-Sided Dice: (33) = 33
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Post Post #16219 (isolation #1918) » Wed Aug 01, 2018 11:35 am

Post by JerryArr »

Gain 150, new 186 is 150 plus...

Original Roll String: 1d100-50
1 100-Sided Dice: (50)-50 = 0
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Post Post #16220 (isolation #1919) » Wed Aug 01, 2018 11:36 am

Post by JerryArr »

186 is now 109

#Jumble: 10
^Irrelephant11: 231
+Sparkles: 1278
%Mallowgeno: 700
JerryArr: 150

Jackpot: 500
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Post Post #16229 (isolation #1920) » Wed Aug 01, 2018 3:50 pm

Post by JerryArr »

Original Roll String: 1d201
1 201-Sided Dice: (127) = 127
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Post Post #16230 (isolation #1921) » Wed Aug 01, 2018 3:51 pm

Post by JerryArr »

Jumble: -30
^Irrelephant11: -300
Sparkles: 1378
%Mallowgeno: -300
JerryArr: -115

Jackpot: 500
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Post Post #16235 (isolation #1922) » Wed Aug 01, 2018 4:20 pm

Post by JerryArr »

Uh oh

Original Roll String: 1d201
1 201-Sided Dice: (200) = 200
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Post Post #16236 (isolation #1923) » Wed Aug 01, 2018 4:20 pm

Post by JerryArr »

Jumble: -30
^Irrelephant11: -300
!Sparkles: 1378
%Mallowgeno: -300
JerryArr: 88
Ircher: 0

Jackpot: 500
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Post Post #16307 (isolation #1924) » Thu Aug 02, 2018 9:58 am

Post by JerryArr »

I was gonna have a thing where you won if you got all the suits, ah well

Original Roll String: 1d203
1 203-Sided Dice: (17) = 17
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Post Post #16308 (isolation #1925) » Thu Aug 02, 2018 9:59 am

Post by JerryArr »

I mean, I still *could* but still

Irrelephant11: 400
♥Mallow: 250
♥Sparkles: 0
JerryArr: 203

Jackpot: 300
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Post Post #16316 (isolation #1926) » Thu Aug 02, 2018 11:30 am

Post by JerryArr »

Original Roll String: 1d203
1 203-Sided Dice: (160) = 160
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Post Post #16317 (isolation #1927) » Thu Aug 02, 2018 11:31 am

Post by JerryArr »

%Irrelephant11: 150
%Mallow: 325
%Sparkles: 150
JerryArr: 403
%Jumble: -40

Jackpot: 300
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Post Post #16320 (isolation #1928) » Thu Aug 02, 2018 11:57 am

Post by JerryArr »

Original Roll String: 1d203
1 203-Sided Dice: (188) = 188
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Post Post #16321 (isolation #1929) » Thu Aug 02, 2018 11:57 am

Post by JerryArr »

...or shrewd?

%Irrelephant11: 150
%Mallow: 325
%Sparkles: 280
JerryArr: 403
%Jumble: -40

Jackpot: 300
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Post Post #16333 (isolation #1930) » Thu Aug 02, 2018 5:39 pm

Post by JerryArr »

Original Roll String: 1d203
1 203-Sided Dice: (44) = 44
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Post Post #16334 (isolation #1931) » Thu Aug 02, 2018 5:40 pm

Post by JerryArr »

%Irrelephant11: 150
Mallow: 21
Sparkles: -500
JerryArr: 550
Jumble: 525

Jackpot: 300
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Post Post #16339 (isolation #1932) » Thu Aug 02, 2018 6:37 pm

Post by JerryArr »

Original Roll String: 1d203
1 203-Sided Dice: (182) = 182
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Post Post #16340 (isolation #1933) » Thu Aug 02, 2018 6:37 pm

Post by JerryArr »

Irrelephant11: 413
Mallow: 284
Sparkles: 563
JerryArr: 913
Jumble: 0

Jackpot: 400
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Post Post #16388 (isolation #1934) » Fri Aug 03, 2018 8:25 am

Post by JerryArr »

Original Roll String: 1d203
1 203-Sided Dice: (69) = 69
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Post Post #16389 (isolation #1935) » Fri Aug 03, 2018 8:25 am

Post by JerryArr »

ooooo

$Irrelephant11: 500
#^>>>!+*♦♦♠️♣Mallow: 31
$Sparkles: 543
$JerryArr: 1313
$Jumble: 0

Jackpot: 600
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Post Post #16405 (isolation #1936) » Fri Aug 03, 2018 4:59 pm

Post by JerryArr »

Original Roll String: 1d203
1 203-Sided Dice: (60) = 60
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Post Post #16406 (isolation #1937) » Fri Aug 03, 2018 4:59 pm

Post by JerryArr »

#$Irrelephant11: 619
#^!+*♦♦♠️♣Mallow: 989
$Sparkles: 1140
$JerryArr: -475
$Jumble: 969

Jackpot: 500
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Post Post #16409 (isolation #1938) » Fri Aug 03, 2018 6:25 pm

Post by JerryArr »

Original Roll String: 1d203
1 203-Sided Dice: (32) = 32
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Post Post #16410 (isolation #1939) » Fri Aug 03, 2018 6:25 pm

Post by JerryArr »

#$Irrelephant11: 619
#^!+*♦♦♠️♣Mallow: 989
$Sparkles: 1170
$JerryArr: 13
$Jumble: 969

Jackpot: 300
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Post Post #16413 (isolation #1940) » Fri Aug 03, 2018 6:51 pm

Post by JerryArr »

Original Roll String: 1d203
1 203-Sided Dice: (126) = 126
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Post Post #16414 (isolation #1941) » Fri Aug 03, 2018 6:51 pm

Post by JerryArr »

#$Irrelephant11: 619
◉#^!+*♦♦♠️♣Mallow: 1003
$Sparkles: 1170
$JerryArr: 0
$Jumble: 969

Jackpot: 300
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Post Post #16417 (isolation #1942) » Sat Aug 04, 2018 10:38 am

Post by JerryArr »

Original Roll String: 1d203
1 203-Sided Dice: (102) = 102
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Post Post #16418 (isolation #1943) » Sat Aug 04, 2018 10:39 am

Post by JerryArr »

#$Irrelephant11: 619
◉#^!+*♦♦♠️♣Mallow: 1003
$*Sparkles: 1170
$#JerryArr: 0
$Jumble: 969

Jackpot: 300
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Post Post #16421 (isolation #1944) » Sat Aug 04, 2018 3:08 pm

Post by JerryArr »

Original Roll String: 1d203
1 203-Sided Dice: (149) = 149
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Post Post #16422 (isolation #1945) » Sat Aug 04, 2018 3:09 pm

Post by JerryArr »

#$Irrelephant11: 619
◉#^!+♦♦♠️♣Mallow: 802
$Sparkles: 1170
$#JerryArr: 201
$Jumble: 969

Jackpot: 300
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Post Post #16433 (isolation #1946) » Sun Aug 05, 2018 10:00 am

Post by JerryArr »

Original Roll String: 1d203
1 203-Sided Dice: (170) = 170
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Post Post #16434 (isolation #1947) » Sun Aug 05, 2018 10:01 am

Post by JerryArr »

I'll sell off the #.

#$Irrelephant11: 619
%◉#^!+♦♦♠️♣Mallow: 1016
$Sparkles: 670
$JerryArr: 351
$Jumble: -50

Jackpot: 300
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Post Post #16444 (isolation #1948) » Sun Aug 05, 2018 2:34 pm

Post by JerryArr »

Original Roll String: 1d203
1 203-Sided Dice: (107) = 107
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Post Post #16445 (isolation #1949) » Sun Aug 05, 2018 2:34 pm

Post by JerryArr »

Nope

$Irrelephant11: 619
%◉#+♦♦♠️♣Mallow: 794
$¥#Sparkles: 1020
JerryArr: 351
$Jumble: -50

Jackpot: 650
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Post Post #16453 (isolation #1950) » Sun Aug 05, 2018 8:15 pm

Post by JerryArr »

1: +400
2: +100 but gain a
Critical Hit
.
3: Create your own space
4: Create your own space
5:
Go to -50

6:
-76

7: Create your own space
8:
+123

9:
+123

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. (Application order is -1#, #, +1#)
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: +158, 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.
196: Gain a ¥and a Ø. Lower Jackpot by 100.
197: Gain a Narrow Guard (/). This protects a negative effect that only affects you.
198: EVERYONE RESET except for you
199: +99 for every 9 in all players' scores, or +199 if no player has a 9 in their score. Change the Jackpot so the last two digits are 99.
200: Roll 1d100. If you get a negative space gain a
PROTECT
instead.
201: Gain a ♠️. While you have the ♠️, you can decide every turn whether you want to do a Jack roll (normal), Queen roll (only the first 100 spaces), or a King roll (all other spaces). You can choose at any point during your turn to sell this symbol for 4d10 points. Gaining this symbol does not cause you to lose your ♥.
202: Item Wheel: Gain 1 of the item currently listed here, then change it to the next one down on the Symbol Glossary. This does not reset at the end of a round. (Currently:
PROTECT
)
203: Deal Me In: RESET and lose all symbols. If you did so (it wasn't blocked or anything), gain ♠️♣♥♦. Remember to pick another player to gain a ♥ with you. You do not gain a ♣ if someone already has one.
Last edited by mallowgeno on Mon Aug 06, 2018 3:43 am, edited 2 times in total.
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Post Post #16454 (isolation #1951) » Sun Aug 05, 2018 8:15 pm

Post by JerryArr »

Original Roll String: 1d203
1 203-Sided Dice: (77) = 77
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Post Post #16455 (isolation #1952) » Sun Aug 05, 2018 8:16 pm

Post by JerryArr »

Choo choo

Original Roll String: 1d100
1 100-Sided Dice: (13) = 13
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Post Post #16456 (isolation #1953) » Sun Aug 05, 2018 8:16 pm

Post by JerryArr »

Works for me

$Irrelephant11: 619
%◉#♦♦♠️♣Mallow: 908
$¥#Sparkles: 1020
JerryArr: 576
Ø$Jumble: -50

Jackpot: 650
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Post Post #16481 (isolation #1954) » Mon Aug 06, 2018 4:21 pm

Post by JerryArr »

Original Roll String: 1d204
1 204-Sided Dice: (59) = 59
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Post Post #16482 (isolation #1955) » Mon Aug 06, 2018 4:21 pm

Post by JerryArr »

**Mallow: 650
JerryArr: 300

Jackpot: 500
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Post Post #16498 (isolation #1956) » Tue Aug 07, 2018 12:10 pm

Post by JerryArr »

Original Roll String: 1d204
1 204-Sided Dice: (89) = 89
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Post Post #16499 (isolation #1957) » Tue Aug 07, 2018 12:11 pm

Post by JerryArr »

*Mallow: 1200
JerryArr: -500
Sparkles: -50

Jackpot: 500
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Post Post #16503 (isolation #1958) » Tue Aug 07, 2018 12:21 pm

Post by JerryArr »

Original Roll String: 1d204
1 204-Sided Dice: (144) = 144
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Post Post #16504 (isolation #1959) » Tue Aug 07, 2018 12:22 pm

Post by JerryArr »

Looking to get that -1500 to absolute value space

Mallow: 1200
JerryArr: -900
Sparkles: -150

Jackpot: 500
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Post Post #16509 (isolation #1960) » Tue Aug 07, 2018 3:10 pm

Post by JerryArr »

Original Roll String: 1d204
1 204-Sided Dice: (166) = 166
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Post Post #16510 (isolation #1961) » Tue Aug 07, 2018 3:10 pm

Post by JerryArr »

#Mallow: 1000
JerryArr: -1110
Sparkles: -150
!Irrelephant11: 200

Jackpot: 300
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Post Post #16520 (isolation #1962) » Wed Aug 08, 2018 7:07 am

Post by JerryArr »

Ha, nice

Original Roll String: 1d204
1 204-Sided Dice: (143) = 143
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Post Post #16521 (isolation #1963) » Wed Aug 08, 2018 7:07 am

Post by JerryArr »

No change!

♥Mallow: 738
♥JerryArr: -555
Sparkles: -150
!Irrelephant11: 195

Jackpot: 300
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Post Post #16526 (isolation #1964) » Wed Aug 08, 2018 7:24 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:
+200

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. (Application order is -1#, #, +1#)
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: +158, 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.
196: Gain a ¥and a Ø. Lower Jackpot by 100.
197: Gain a Narrow Guard (/). This protects a negative effect that only affects you.
198: EVERYONE RESET except for you
199: +99 for every 9 in all players' scores, or +199 if no player has a 9 in their score. Change the Jackpot so the last two digits are 99.
200: Roll 1d100. If you get a negative space gain a
PROTECT
instead.
201: Gain a ♠️. While you have the ♠️, you can decide every turn whether you want to do a Jack roll (normal), Queen roll (only the first 100 spaces), or a King roll (all other spaces). You can choose at any point during your turn to sell this symbol for 4d10 points. Gaining this symbol does not cause you to lose your ♥.
202: Item Wheel: Gain 1 of the item currently listed here, then change it to the next one down on the Symbol Glossary. This does not reset at the end of a round. (Currently:
PROTECT
)
203: Deal Me In: RESET and lose all symbols. If you did so (it wasn't blocked or anything), gain ♠️♣♥♦. Remember to pick another player to gain a ♥ with you. You do not gain a ♣ if someone already has one.
204:
-49
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Post Post #16527 (isolation #1965) » Wed Aug 08, 2018 7:25 am

Post by JerryArr »

Original Roll String: 1d204
1 204-Sided Dice: (150) = 150
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Post Post #16528 (isolation #1966) » Wed Aug 08, 2018 7:25 am

Post by JerryArr »

Jumble: 0
♥Mallow: 643
♥JerryArr: -745
Sparkles: -150
!Irrelephant11: 195

Jackpot: 400
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Post Post #16535 (isolation #1967) » Wed Aug 08, 2018 4:25 pm

Post by JerryArr »

Original Roll String: 1d204
1 204-Sided Dice: (111) = 111
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Post Post #16536 (isolation #1968) » Wed Aug 08, 2018 4:25 pm

Post by JerryArr »

Jumble: 420
♥Mallow: 271
♥JerryArr: 196
Sparkles: 420
!+Irrelephant11: 420

Jackpot: 400
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Post Post #16564 (isolation #1969) » Thu Aug 09, 2018 6:51 am

Post by JerryArr »

Original Roll String: 1d204
1 204-Sided Dice: (59) = 59
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Post Post #16565 (isolation #1970) » Thu Aug 09, 2018 6:52 am

Post by JerryArr »

It's not Mallow, it's me

Jumble: 420
Mallow: -497
>>JerryArr: -188
Sparkles: 720
!+Irrelephant11: 1235

Jackpot: 1100
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Post Post #16571 (isolation #1971) » Thu Aug 09, 2018 7:26 am

Post by JerryArr »

Original Roll String: 1d205
1 205-Sided Dice: (52) = 52
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Post Post #16572 (isolation #1972) » Thu Aug 09, 2018 7:26 am

Post by JerryArr »

Original Roll String: 1d6
1 6-Sided Dice: (5) = 5
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Post Post #16573 (isolation #1973) » Thu Aug 09, 2018 7:27 am

Post by JerryArr »

Irrelephant11: -87
JerryArr: -87

Jackpot: 500
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Post Post #16577 (isolation #1974) » Thu Aug 09, 2018 8:53 am

Post by JerryArr »

Original Roll String: 1d205
1 205-Sided Dice: (182) = 182
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Post Post #16578 (isolation #1975) » Thu Aug 09, 2018 8:53 am

Post by JerryArr »

Original Roll String: 1d3
1 3-Sided Dice: (1) = 1
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Post Post #16580 (isolation #1976) » Thu Aug 09, 2018 8:53 am

Post by JerryArr »

Awww

Irrelephant11: -87
JerryArr: -87
Mallow: -1005

Jackpot: 500
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Post Post #16583 (isolation #1977) » Thu Aug 09, 2018 9:12 am

Post by JerryArr »

Wooo

Original Roll String: 1d205
1 205-Sided Dice: (42) = 42
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Post Post #16584 (isolation #1978) » Thu Aug 09, 2018 9:12 am

Post by JerryArr »

Irrelephant11: 420
JerryArr: 380
Mallow: 420

Jackpot: 500
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Post Post #16589 (isolation #1979) » Thu Aug 09, 2018 12:40 pm

Post by JerryArr »

Original Roll String: 1d205
1 205-Sided Dice: (94) = 94
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Post Post #16590 (isolation #1980) » Thu Aug 09, 2018 12:40 pm

Post by JerryArr »

Irrelephant11: 0
JerryArr: 500
Mallow: 420
Sparkles: 75

Jackpot: 500
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Post Post #16593 (isolation #1981) » Fri Aug 10, 2018 6:33 am

Post by JerryArr »

Original Roll String: 1d205
1 205-Sided Dice: (133) = 133
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Post Post #16594 (isolation #1982) » Fri Aug 10, 2018 6:35 am

Post by JerryArr »

Irrelephant11: 0
JerryArr: 460
Mallow: 460
Sparkles: 75

Jackpot: 500
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Post Post #16609 (isolation #1983) » Fri Aug 10, 2018 11:52 am

Post by JerryArr »

Original Roll String: 1d205
1 205-Sided Dice: (126) = 126
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Post Post #16610 (isolation #1984) » Fri Aug 10, 2018 11:53 am

Post by JerryArr »

Irrelephant11: 834
JerryArr: 865
+Mallow: 666
^Sparkles: 536
Ircher: 210

Jackpot: 599
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Post Post #16613 (isolation #1985) » Fri Aug 10, 2018 6:56 pm

Post by JerryArr »

Original Roll String: 1d205
1 205-Sided Dice: (130) = 130
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Post Post #16614 (isolation #1986) » Fri Aug 10, 2018 6:57 pm

Post by JerryArr »

Wheel!

Original Roll String: 1d20
1 20-Sided Dice: (17) = 17
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Post Post #16615 (isolation #1987) » Fri Aug 10, 2018 6:57 pm

Post by JerryArr »

I'll take 450

Irrelephant11: 834
JerryArr: 1315
+Mallow: 666
^Sparkles: 506
Ircher: 210

Jackpot: 599
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Post Post #16620 (isolation #1988) » Sat Aug 11, 2018 3:11 pm

Post by JerryArr »

Original Roll String: 1d205
1 205-Sided Dice: (105) = 105
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Post Post #16621 (isolation #1989) » Sat Aug 11, 2018 3:11 pm

Post by JerryArr »

Irrelephant11: 834
JerryArr: 1176
+Mallow: 991
^Sparkles: 456
Ircher: 210

Jackpot: 599
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Post Post #16622 (isolation #1990) » Sun Aug 12, 2018 7:35 pm

Post by JerryArr »

Original Roll String: 1d205
1 205-Sided Dice: (175) = 175
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Post Post #16623 (isolation #1991) » Sun Aug 12, 2018 7:36 pm

Post by JerryArr »

Irrelephant11: 834
JerryArr: 876
+Mallow: 991
^Sparkles: 456
Ircher: 210

Jackpot: 599
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Post Post #16631 (isolation #1992) » Mon Aug 13, 2018 2:23 pm

Post by JerryArr »

Original Roll String: 1d205
1 205-Sided Dice: (86) = 86
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Post Post #16632 (isolation #1993) » Mon Aug 13, 2018 2:24 pm

Post by JerryArr »

Nooooo

Irrelephant11: 1294
JerryArr: 588
+Mallow: 1291
^Sparkles: 756
Ircher: 510

Jackpot: 599
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Location: Round Rock, TX

Post Post #16644 (isolation #1994) » Tue Aug 14, 2018 2:42 pm

Post by JerryArr »

Original Roll String: 1d206
1 206-Sided Dice: (88) = 88
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Post Post #16645 (isolation #1995) » Tue Aug 14, 2018 2:42 pm

Post by JerryArr »

Here, Irrelephant

Mallow: 0
Irrelephant11: -103
JerryArr: -100

Jackpot: 500
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Post Post #16648 (isolation #1996) » Wed Aug 15, 2018 9:52 am

Post by JerryArr »

Original Roll String: 1d206
1 206-Sided Dice: (54) = 54
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Post Post #16649 (isolation #1997) » Wed Aug 15, 2018 9:53 am

Post by JerryArr »

Y'all lose a point

Mallow: -1
Irrelephant11: -104
JerryArr: -101

Jackpot: 500
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Post Post #16660 (isolation #1998) » Thu Aug 16, 2018 8:51 am

Post by JerryArr »

Original Roll String: 1d206
1 206-Sided Dice: (14) = 14
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Post Post #16661 (isolation #1999) » Thu Aug 16, 2018 8:51 am

Post by JerryArr »

Mallow: 199
#Irrelephant11: -104
JerryArr: 149

Jackpot: 1000

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