sided die and see where it lands! Add that to your score (or subtract that from your score). You must wait until 1 other has rolled before you can roll again or if it's been 24 hours.
Symbol glossary:
(
*
)
Protect
: The next time you would lose points (either through a reset, a negative space, or someone trying to steal/merge points) you don't suffer anything. These are stackable.
(
!
)
Curse
- The next time that player would gain points, they lose that many points instead and remove a Curse. This is applied before Protect.
(
^
)
Respin
- After you roll, you may remove one ^ to
ignore the roll and
roll again.
(
$
)
Counterfeit
- After you roll, you may remove one $ and pay 100 points to change the value rolled by +1 or -1.
(†) 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.
(>) ACCELERATOR
- Add the number you rolled to your score, then lose an Accelerator.
Special Spaces:
Create your own space
: Create something to put in this space! It will last the rest of the round. It must be something reasonable and not over powered. I reserve the right to negate anything someone puts there if I feel it is too unfair. This effect doesn't take effect immediately. No
Create your own space
can create further create your own spaces.
green number (i.e. +200)
: This adds or subtracts your score AND the current Jackpot (so 200 points would be added to the jackpot here). Jackpot cannot be lower than 300
MERGE
: You and another player of your choice have your scores added together then divided in half, rounding up (so if you have 200 and another player has 400 and you merge with them, you both end up with 300). If you MERGE with someone who is protected, your score is as if you had merged with them. Remove their PROTECT
STEAL
: Take that many points from the player of your choice. If you STEAL from someone who is protected gain the amount anyway but they keep their amount. They then lose their PROTECT
EVERYONE
: Everyone either gains or loses that many points
PROTECT
: The next time you would lose points (either through a reset, a negative space, or someone trying to steal/merge points) you don't suffer anything. These are stackable.
ROLL AGAIN (x2)
: Roll again and what you land on is doubled! This is either really good or really bad! If you land on a special space, the effect is doubled (so if you get a steal, your steal it's doubled and can be split between 2 players. Or if you get a protect, it's double stacked.
If you get an everyone space, only you get double the amount.
)
ROLL AGAIN (x1/2)
: Roll again and what you land on is halved! This is either a life saver or a disapointer. If you land on a special space, the effect is halved (so if you get a steal, your steal it's halved.
If you get an everyone space, only you get half the amount. If you land on a protect space, you don't get anything.
)
Jackpot!!!
: Gain the jackpot amount! The jackpot then resets to its usual 500.
UNLUCKY
: Lose the jackpot amount. This is a really unlucky space. Jackpot resets to its usual 500 after landing here.
Go to X
: Go directly to that amount (i.e. Go to 700, your score is now 700)
Reset
: You go back to zero
Things to note:
You MUST MUST MUST keep a list of everyone's current score and changes in score when posting results as well as the current jackpot. Also include if anyone has any items by placing the corresponding symbols by their name:
*NotAJumbleOfNumbers: 450
If you get a pagetop please post the chart in the following post
If you have a static die roll, you must reroll and take the new roll. No editing posts, please.
The winner will add a new space (101) and we will then use a d101. They also get the right to start the next game. If they don't respond in 24 hours, anyone can create the new rule and start the next game. If multiple people win at the same time, all players who won can collaboratively design a new rule together, and any of them can start.
Spoiler: The Chart
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:
, 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.
107: Gain three
ACCELERATORs (>)
, plus an additional one if you currently have the lowest score. If you have at least one Accelerator when you roll the die on the Chart, add the number you rolled to your score, then lose an Accelerator.
108: Add 250 to the jackpot, then ROLL AGAIN with only a d10.
Post
Post #152 (isolation #46) » Sat Apr 15, 2023 1:37 pm
Postby mallowgeno »
Spoiler: chart
1: +400
2:
EVERYONE GO TO 500
3: Last place STEALS 100 from first place. If multiple people are tied for first place, then divide 100 by the number of people tied for first place, then each first-place player has the resulting quotient stolen from them by the last-place player. If multiple people are tied for last place, they evenly split the amount of points stolen from the first-place player or players. Round the win or loss to the nearest point, with half points rounded up.
4: Lose 25% of your points (rounded down), then gain a
PROTECT
5: EVERYONE
PROTECT
; then MERGE
6: Create your own space
7: Create your own space
8: STEAL 100
9: DONATE 100; then set your score to its absolute value
10: