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.
(
+
)
HEAL
: Before or after you roll, you may remove this symbol to remove all negative symbols you have. Heal is removed if you RESET.
(
^
)
BURN
: Player loses 10 points on every roll they have the burn symbol, starting with the roll they picked it up. This does not stack (so if they had two burns, they would only lose 10 points).
(
@
)
DOUBLE
: Doubles any points that you receive. You can remove this by doubling your points, as long as the total would be less than the current goal.
(
/
)
DIVIDE
: Divides any points that you receive by 2. You can remove this by dividing your current points by 2.
(
♥
)
LOVER
: All lovers get affected by any role by any lover, through the good times and the bad times.
(
✔
)
DOUBLE CHECKER
: Doubles will not work unless you also have the double checker.
(
!
) Rulemaker: When you have this, gain 25× the rule number when you make a rule from 2-10, and lose 25× the rule number when someone else makes the rule. You also get +(rule number) whenever you land on 2-10.
When all 9 rules are filled, all n people who have the symbol split 250×(n+1) points amongst themselves, and landing on 2-10 gives you 5×(rule number).
This symbol doesn't stack. If you gain Rulemaker when you already have the symbol, you lose the symbol and 150 points.
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 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:
101: The next player's roll also affects you.
102: Roll again with an additional 1d2, if you land on a 1 multiply the the amount by X3 if you land on a 2 multiply the amount by X1/3.
103: Welcome to the Shop! You can buy a Protect for 100 points, or any other symbol for the rule number it's introduced. If the symbol is bad, you can choose to gain the rule number to get the symbol. You can only buy one at a time.
104: Choose one: Use a
HEAL
on yourself OR give a
BURN
to another player
105: Gain a
DOUBLE
or Give a
DIVIDE
to another player.
106: Split a third of your score evenly amongst all the other players.
107:
LOVER
108: Roll 5d300. The result is your new score.
109:
DOUBLE CHECKER
110: Remove all DOUBLE symbols from every player. Gain +50 points for every symbol removed.
111: +111
112: +123 and ROLL AGAIN (x1)
113:
Redemption
- anyone who is in the negatives
GO TO 300
. Anyone in the positives +100. If you are at 0, +150 and gain a Protect.
114. EVERYONE MERGE
115:
Redistribution
- Roll a dice (d20) for all players. The highest dice value takes the highest balance, the second highest takes the second balance, etc. If multiple people have the same value they take the average of the respective spaces and become Lovers. Symbols (Effects) do not transfer. Sample roll here
116.
Rebirth Day
- Roll a D100 for all players. Split sum of amount as ratio. Sample roll here
117: Roll three dice, and after rolling, decide who you want the die applied on, you cannot choose yourself.
118:
Mirror of Truth
- Mirror your number and take out the last digits until it does not exceed 1500. If there are less than 3 digits, mirror it and multiply negative 1.
119: Rulemaker (
!
)
120: Roll 1d7, then roll 1d7 again if you wish. A 1 is +50, a 2 is Double or Double Checker, a 3 is