Race to 1500! (Game 8)

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Post Post #2200 (ISO) » Thu Mar 14, 2024 1:15 pm

Post by Jake The Wolfie »

Spoiler: The Chart
1: +400
2: Create your own space
3: STEAL from the last person that stole from you for double the amount they took from you. If no such person exists, STEAL 10.
4: Create your own space
5: Create your own space
6: Halve your score (round half towards zero)
7: Create your own space
8: SWAP your score with another player
9: The first-place player gets a
CURSE
, while the last-place player gets a
BLESS
. If there is a tie for either, then all players involved get a
CURSE
or
BLESS
. If everyone has the same score, ignore the normal effects of this space and ROLL AGAIN.
10: Predict whether a 1d2 will come up HEADS (1) or TAILS (2), then roll the 1d2. If your prediction is correct, +100. If your prediction is incorrect, -100.
11:
-200

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

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

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

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

38: +500
39: -500
40: +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: ROLL AGAIN (x1/2)
102:
+50
, then randomly gain either a Protect (*), Curse (!), Respin (^), or Counterfeit ($).
103: If your score contains a 1, -100. If your score contains a 0, gain a ^. If your score contains a 5,
+25
. If your score contains none of these digits, gain 3/7 of the current jackpot amount, rounded up.
104: -111. The Jackpot gains a Curse.
105: COMMUNISM: Everybody's score becomes the average of all scores, rounded to the nearest point with half rounded up. If one or more players have a
PROTECT
, their scores are still included when computing the average, but the normal provisos regarding
PROTECTS
still apply. If one or more players are
CURSED
and would gain points as a result of COMMUNISM, instead they lose the difference between their current score and the computed average score (unless the
CURSE
is nullified by a
PROTECT
, which still gets spent).
106:
BLESS (†)
: the next time you would lose points, instead you gain that many points. If the loss of points would be due to COMMUNISM, then instead you gain the difference between your score and the computed average score.
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Jake The Wolfie
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Post Post #2201 (ISO) » Fri Mar 15, 2024 3:51 pm

Post by Jake The Wolfie »

Original Roll String: 1d106
1 106-Sided Dice: (69) = 69
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Post Post #2202 (ISO) » Fri Mar 15, 2024 3:51 pm

Post by Jake The Wolfie »

JakeTheWolfie: 865
biancospino: 678
JerryArr: 365
Mallow: 110
camelCasedSnivy: -192

Jackpot: 300
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Post Post #2203 (ISO) » Sun Mar 17, 2024 2:59 am

Post by biancospino »

Original Roll String: 1d106
1 106-Sided Dice: (5) = 5
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Post Post #2204 (ISO) » Sun Mar 17, 2024 3:02 am

Post by biancospino »

New 5: EVERYONE +200; then, if your score is lower than 1500, you lose 400 points.

Spoiler: The Chart
1: +400
2: Create your own space
3: STEAL from the last person that stole from you for double the amount they took from you. If no such person exists, STEAL 10.
4: Create your own space
5: EVERYONE +200; then, if your score is lower than 1500, you lose 400 points.
6: Halve your score (round half towards zero)
7: Create your own space
8: SWAP your score with another player
9: The first-place player gets a
CURSE
, while the last-place player gets a
BLESS
. If there is a tie for either, then all players involved get a
CURSE
or
BLESS
. If everyone has the same score, ignore the normal effects of this space and ROLL AGAIN.
10: Predict whether a 1d2 will come up HEADS (1) or TAILS (2), then roll the 1d2. If your prediction is correct, +100. If your prediction is incorrect, -100.
11:
-200

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

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

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

33:
+100

34: +300
35:
+100

36: MERGE
37:
Go to 300

38: +500
39: -500
40: +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: ROLL AGAIN (x1/2)
102:
+50
, then randomly gain either a Protect (*), Curse (!), Respin (^), or Counterfeit ($).
103: If your score contains a 1, -100. If your score contains a 0, gain a ^. If your score contains a 5,
+25
. If your score contains none of these digits, gain 3/7 of the current jackpot amount, rounded up.
104: -111. The Jackpot gains a Curse.
105: COMMUNISM: Everybody's score becomes the average of all scores, rounded to the nearest point with half rounded up. If one or more players have a
PROTECT
, their scores are still included when computing the average, but the normal provisos regarding
PROTECTS
still apply. If one or more players are
CURSED
and would gain points as a result of COMMUNISM, instead they lose the difference between their current score and the computed average score (unless the
CURSE
is nullified by a
PROTECT
, which still gets spent).
106:
BLESS (†)
: the next time you would lose points, instead you gain that many points. If the loss of points would be due to COMMUNISM, then instead you gain the difference between your score and the computed average score.


JakeTheWolfie: 805
biancospino: 678
JerryArr: 365
Mallow: 110
camelCasedSnivy: -192

Jackpot: 300
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Jake The Wolfie
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Post Post #2205 (ISO) » Sun Mar 17, 2024 6:37 am

Post by Jake The Wolfie »

Original Roll String: 1d106
1 106-Sided Dice: (37) = 37
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Post Post #2206 (ISO) » Sun Mar 17, 2024 6:38 am

Post by Jake The Wolfie »

biancospino: 678
JerryArr: 365
JakeTheWolfie: 300
Mallow: 110
camelCasedSnivy: -192

Jackpot: 300
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Jake The Wolfie
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Post Post #2207 (ISO) » Mon Mar 18, 2024 8:35 am

Post by Jake The Wolfie »

Original Roll String: 1d106
1 106-Sided Dice: (3) = 3
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Post Post #2208 (ISO) » Mon Mar 18, 2024 8:37 am

Post by Jake The Wolfie »

[Stolen from Mallow]

biancospino: 678
JerryArr: 365
JakeTheWolfie: 310
Mallow: 100
camelCasedSnivy: -192

Jackpot: 300
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Post Post #2209 (ISO) » Mon Mar 18, 2024 1:56 pm

Post by JerryArr »

Original Roll String: 1d106
1 106-Sided Dice: (18) = 18
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Post Post #2210 (ISO) » Mon Mar 18, 2024 1:57 pm

Post by JerryArr »

biancospino: 678
JerryArr: 615
JakeTheWolfie: 310
Mallow: 100
camelCasedSnivy: -192

Jackpot: 550
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Post Post #2211 (ISO) » Mon Mar 18, 2024 2:33 pm

Post by Jake The Wolfie »

Original Roll String: 1d106
1 106-Sided Dice: (52) = 52
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Post Post #2212 (ISO) » Mon Mar 18, 2024 2:34 pm

Post by Jake The Wolfie »

biancospino: 678
JerryArr: 615
JakeTheWolfie: 610
Mallow: 100
camelCasedSnivy: -192

Jackpot: 550
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Post Post #2213 (ISO) » Tue Mar 19, 2024 5:15 pm

Post by Jake The Wolfie »

Original Roll String: 1d106
1 106-Sided Dice: (13) = 13
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Post Post #2214 (ISO) » Tue Mar 19, 2024 5:16 pm

Post by Jake The Wolfie »

biancospino: 678
JerryArr: 615
JakeTheWolfie: 210
Mallow: 100
camelCasedSnivy: -192

Jackpot: 550
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Post Post #2215 (ISO) » Thu Mar 21, 2024 8:57 pm

Post by JerryArr »

Original Roll String: 1d106
1 106-Sided Dice: (69) = 69
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Post Post #2216 (ISO) » Thu Mar 21, 2024 8:57 pm

Post by JerryArr »

biancospino: 678
JerryArr: 675
JakeTheWolfie: 210
Mallow: 100
camelCasedSnivy: -192

Jackpot: 550
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Post Post #2217 (ISO) » Thu Mar 21, 2024 9:15 pm

Post by Jake The Wolfie »

Original Roll String: 1d106
1 106-Sided Dice: (10) = 10
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Post Post #2218 (ISO) » Thu Mar 21, 2024 9:17 pm

Post by Jake The Wolfie »

TAILS (2)

Original Roll String: 1d2
1 2-Sided Dice: (1) = 1
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Post Post #2219 (ISO) » Thu Mar 21, 2024 9:17 pm

Post by Jake The Wolfie »

biancospino: 678
JerryArr: 675
JakeTheWolfie: 110
Mallow: 100
camelCasedSnivy: -192

Jackpot: 550
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Post Post #2220 (ISO) » Fri Mar 22, 2024 3:26 pm

Post by JerryArr »

Original Roll String: 1d106
1 106-Sided Dice: (39) = 39
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Post Post #2221 (ISO) » Fri Mar 22, 2024 3:27 pm

Post by JerryArr »

biancospino: 678
JerryArr: 175
JakeTheWolfie: 110
Mallow: 100
camelCasedSnivy: -192

Jackpot: 550
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Post Post #2222 (ISO) » Fri Mar 22, 2024 4:17 pm

Post by Jake The Wolfie »

Original Roll String: 1d106
1 106-Sided Dice: (75) = 75
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Post Post #2223 (ISO) » Fri Mar 22, 2024 4:17 pm

Post by Jake The Wolfie »

biancospino: 678
JakeTheWolfie: 210
JerryArr: 175
Mallow: 100
camelCasedSnivy: -192

Jackpot: 550
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Post Post #2224 (ISO) » Sat Mar 23, 2024 4:52 pm

Post by Jake The Wolfie »

Original Roll String: 1d106
1 106-Sided Dice: (61) = 61
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