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
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:
12: MERGE
13: -400
14: +25
15: -203
16: -5
17: +90
18:
19: STEAL 200
20: -210
21: EVERYONE +240
22: -100
23: +100
24: ROLL AGAIN (x2)
25: +70
26: +130
27: +30
28:
29: -175
30: +10
31: +203
32:
33:
34: +300
35:
36: MERGE
37:
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:
51: +185
52: +300
53: +125
54: EVERYONE -400
55:
56: +5
57: +75
58:
59: +335
60: STEAL 250
61:
62: -55
63: -300
64: -75
65: -30
66: :(
67: +30
68: -40
69: +60
70: -70
71: -190
72: +350
73:
74: +100
75: +100
76: -200
77:
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:
95: -50
96: MERGE
97: STEAL 100
98: -300
99: EVERYONE RESET
100:
101: ROLL AGAIN (x1/2)
102:
103: If your score contains a 1, -100. If your score contains a 0, gain a ^. If your score contains a 5,. 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
106:
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
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.biancospino: 678
*JakeTheWolfie: 210
JerryArr: 175
Mallow: 100
camelCasedSnivy: -192
Jackpot: 550