In this game, you throw dice to gain wins, steal wins from other players, and invent items to help you overtake the leaders of the thread!

You start with a 1d6 die, the first thing you do is go to this page and throw the die. If you roll a 34, you get a win! Otherwise, your new number is what you rolled.

Once you have a number, the first digit tells you how many dice can you roll on your next turn (i.e. if your number is 90 you can throw 9 dice).

Once your dice have rolled, multiply the result by the magnitude of your number. The other significant digit(s) determine what you add to your roll. This is your new number.

Examples:

**Spoiler:**

Significant numbers

With significant numbers, you add at least x.x to your roll.

Example:

My number is 12,340.

The first digit is 1, so I roll 1d6, and get 6, I add 23.4 (instead of 2.34), I get a 29.4.

I multiply this by 10000, and get 294,000 as my new number.

Validation

If you made a mistake, or an invalid roll, or misinterpreted the rules and there were at least 5 valid rolls by at least 4 different people (including you) afterwards, that didn't notice it and/nor told you to correct it, the mistake, invalid roll, or misinterpretation is validated.

Winning

Other that winning every time you roll a 1, each time you are the first to pass a power of ten (10, 100, 1000, ...), you gain 5 win and your number is reset to 1. If you win by rolling a 1 your number does not reset.

Increasing the sides of your dice

The number of sides on your dice will be n+6, where n is your number of wins.

Stealing wins

If your first two digits of your number match the first two digits of the number of someone else, and they have a win, you steal their win! 1 = 1.0000000... so the next digit after 1 is 0.

Rerolling

If you don't like the number that you got, you may reroll, please post your original result and your new result on the thread. The last result is always final. You may not win, get items or steal wins on a reroll, so reroll at your own risk. You may not reroll if you won, got an item, or stole a win on your original roll.

Items

Every time you get a win after reaching a Power Of Ten Landmark, if you're not on first place, you may, if you want, invent a new item. Items are given when you roll certain numbers, and we will fill every number with an item that does something when you roll that.

An item can have an instant effect or it can be saved to be used later.

List of items (roll is total dice amount):

Roll a 1 : You must roll 1d6 die:

Roll a 1: Get a win.

Roll a 2: Get a banana.

Roll a 3: Get a boost.

Roll a 4: Get 32 peanuts.

Roll a 5: Get a shield.

Roll a 6: Get a bank account.

Roll a 2: Upon rolling a 2, a player gets a win. However, they may not keep this win; they must gift it to another player, by saying something like "I gift this win to player XXX".

Roll a 3: When rolling a 3, you steal 1 win from the leading player.

Roll a 4: When you roll a 4, you may define a new item if you so choose.

Roll a 5: Whichever player currently has the highest number gets awarded two wins, and their number is reset to 1.

Roll a 6: When you roll a six, give one of your wins (if you have any) to the last player.

Roll a 7: Upon rolling a 7, one gets a banana. Whenever a player lands on a number beginning with "7", they get one win for every banana they have.

Roll a 8: Upon rolling a 8, you lose a win and all your items, unless you have some kind of protection.

Roll a 9: Boost.

This item is gained when rolling a 9, and may be kept until you want to use it. When you do, double all numbers in your roll for one roll; the item is used up by this.

(example: 3d7+1 becomes 6d14+2 when the item is used)

You can used several of this item at the same time, and they stack multiplicatively (so using n boosts gives you a 2^n multiplier).

Roll a 10: When you roll a 10, add 10 to your result (e.g. a roll of 5 + 5 = 10 where your number was 23 results in 10 + 3 + 10 = 23 for 230)

Roll a 11: An 11 allows one to define up to three new items. Also, the player who posted the post immediately preceding the roll of 11 may define an item in their next post.

Roll a 12: Rolling a 12 gives a player 73 peanuts. Peanuts may be spent in the following ways:

For a cost of three peanuts, a player may take a turn when only one player has played since their last turn.

For a cost of eight peanuts, a player may take a turn on a double-post, where no other players have played since their last turn. This only applies to two posts in a row, not three or more posts.

For a cost of thirty-two peanuts, a player may take a turn on a triple-post.

For a cost of one hundred and twenty-eight peanuts, a player may take a turn on a quadruple-post.

For a cost of ten peanuts, a player may buy a boost.

For a cost of eleven peanuts, a player may buy a banana.

For a cost of seventeen peanuts, a player may define a new item.

For a cost of twenty-five peanuts, a player may get a win.

For a cost of sixty-five peanuts, a player may cheat on their dice roll, defining it to be anything theoretically possible. Functionally identical to an infinite number of rerolls.

For a cost of nineteen peanuts, a player may propose a change to the ruleset as described in item 18:Nomic.

For a cost of thirty-four peanuts, a player may buy a shield.

A player may sell an empty bank account; doing so gives the player thirty-seven peanuts.

It is possible for two players to barter with peanuts. Player A may say something to Player B like "I offer x peanuts in return for y wins and z bananas". If both players agree on the trade and both players have sufficient levels of the relevant commodities, the trade goes through. Any items may be traded in this manner; but any trade has to involve peanuts.

For a cost of 1.4 peanuts per peanut, a player may transform their peanuts into Immune Peanuts, which can't be lost by a dice roll such as an 8. Example: to transform 10 peanuts into Immune Peanuts, 14 other peanuts need to be spent.

A player may never have a negative number of peanuts.

Roll a 13: Unlucky 13! All of your wins disappear, being replaced with 13 peanuts per win.

Roll a 14: When you roll a 14, 5 of your peanuts (if you have any) turn into a banana.

Roll a 15: Shield

You can use the Shield to block the negative effects of one item of your choice. If this is an item you roll, you can decide which one on your own turn. If it is an item another player rolls (such as stealing a win from you), you must set you shield to block that by saying "My shield will block the next number x that would affect me." where you replace x with the number you wish to block. The shield is used up by this unless a player sacrifices a win to keep the shield.

Roll a 16: Store. In the post where you roll the 16, all peanut prices are halved, rounded up! And you can sell one of your wins for 25 peanuts! Get these fantastic deals while you can!

Roll a 17: When you roll a 17, you then go and roll 1d16, and you get an item based on that roll (e.g. roll a 1 and get a win).

Roll a 18: Nomic! You may propose a change to the ruleset (either removing a rule or item, adding a new rule or item, or altering an existing rule or item). The change applies immediately. Players may state that they oppose the change. If at least 2 players oppose the change it is reverted.

Roll a 19: You get a Bank Account! You may put some or all of your Immune Peanuts into your Bank Account at any time; with every post you make the peanuts in your Bank Account get 5% interest, rounded to the nearest 0.1 peanuts. Bank Accounts are immune from penalties such as rolling an 8 which would normally remove an item; instead such penalties remove 30% of the peanuts in the Bank Account.

Roll a 20: The reciprocal of your current number becomes your new number.

Roll a 21: Reverse Nomic! Everybody except you may propose a change to the ruleset to you (either removing a rule or item, adding a new rule or item, or altering an existing rule or item). They have 48 hours to do so. After each proposal you have 24 hours to either accept or reject the proposal; if you accept it then the proposal passes and the change is enacted.

Roll a 22: You get a win, a banana, a shield, ten peanuts, and a boost.

Roll a 23: For the remainder of the page and the next page, items have no effect and are unusable. It only applies for the player who rolled it.

Roll a 24: You become the Grape! The grape's posts must always be in purple, otherwise they don't count. Applies indefinitely until someone else rolls a 24 and becomes the grape.

Roll a 25: If you roll a 25 and are in first place, you can edit an already existing item.

Roll a 26: Steal a win from any player with more wins than you and give it to any player with less wins than you. If you have either the most or least number of wins, nothing happens.

Roll a 27: You get 2 tokens. Roll to determine the number on each token. On any turn you can spend a token to add the number to your roll.

Roll a 28: Roll 1d{number of items} to select a random item. You choose whether or not to take this item.

Roll a 29: At the end of your turn, use your roll to update another player's number instead of your own.

Roll a 30: Roll 1d2. If you roll 1, lose half your peanuts. If you roll 2, double your peanuts.

Roll a 31: Replace your number with its square root (rounded to the nearest integer)

Roll a 32: You can swap the numbers of two items.

Roll a 33: Ignore your roll, and instead use a reroll with a 2x multiplier.

Roll a 34: Get a win (that's why rolling a 34 gives a win!)

Roll a 35: Get x wins, where x is result of 1d7+5 die.

Roll a 36: At the end of this turn you will lose all of your non-immune peanuts. You can spend them before they vanish, however.

Roll a 37: Lose one win for each banana you have.

Roll a 38: You got a Star! With a Star, you become invulnerable to bad effects, you can summon your star whenever something bad happens to you and retcon it, and you can return the bad effect to the person that wants to affect you (i.e. with a Star you may steal a win from someone that wants to steal a win from you, or make someone get two wins and reset to 1 if they get a 5 and you have the highest number, etc.) or redirect bad effects from your roll to any other player (i.e. if you roll an 8 you can redirect the bad effect to another player.) After using it the star is lost unless you sacrifice a win. If you already have a Star or more when you roll a 38, multiply your Stars by 2. Stars may only be gotten by Rolling a 38 (they may not be exchanged for wins or peanuts or bought, etc.) You may not get a star if you used tokens to get a 38.

Roll a 39: Get 73 Immune Peanuts.

Roll a 40: Whichever player currently has the highest number gets awarded five wins, and their number is reset to 1.

Roll a 41: Get a reroll, if you use it, you get 2 rolls in single post, however items can used when rerolling. If you use x rerolls, you get x+1 rolls in single post.

Roll a 42: After rolling a 43, you may attempt to steal the immune peanuts of a player of your choice. If they have less than 10 immune peanuts, you steal them all. Otherwise, you steal 1/10th of their immune peanuts rounded up. You may only do this by Rolling a 42 (it may not be exchanged for wins or peanuts or bought, etc.) You may not do it if you used tokens to get a 42.

Roll a 43: You may steal an item, or groups of items (say, all bananas) from another player (excluding immune peanuts and things inside a bank.) You may only do this by Rolling a 43 (it may not be exchanged for wins or peanuts or bought, etc.) You may not do it if you used tokens to get a 43.

Roll a 44: If you have a bank, you may steal all the contents of the bank of another player (excluding immune peanuts). You may only do this by Rolling a 45 (it may not be exchanged for wins or peanuts or bought, etc.) You may not do it if you used tokens to get a 44.

Roll a 45: Rolling a 45 swaps your number of boosts with your number of shields. For example, if you formerly had three boosts and one shield, you now have one boost and three shields.

Roll a 46: Get 100 peanuts!

Roll a 47: Steal the bananas of another player. If they have less than 10 bananas, you steal all their bananas. Otherwise, you steal 1/10 of their bananas rounded up.

Roll a 48: You become a lime! The lime's posts must always be in yellow, otherwise they don't count. Applies indefinitely until someone else rolls a 48 and becomes the lime.

Roll a 49: The previous poster gets a win.

Roll a 50: Give all of your bananas to the player with the least bananas.

Roll a 51: To be set by a future winner.

Post Limit

You must wait until at least two other people have posted before you can post again. Only posts which include a valid dice roll are included in this count.

Game Winner

If nobody posts after 48 hours, the game is over, and whoever had the most wins or highest number wins the thread.

Powers of Ten to reach:

10 - patzer

100 - orangedragonfire

1,000 - Vytron

10,000 - Earthling on Mars

100,000 - orangedragonfire

1,000,000 - Vytron

10,000,000 - patzer

100,000,000 - Earthling on Mars

1,000,000,000 - patzer

10,000,000,000 - Vytron

100,000,000,000 - Earthling on Mars

1,000,000,000,000 - orangedragonfire

10,000,000,000,000 - patzer

100,000,000,000,000 - Vytron

1,000,000,000,000,000 - orangedragonfire

10,000,000,000,000,000 - Earthling on Mars

100,000,000,000,000,000 - Earthling on Mars

1,000,000,000,000,000,000 - Vytron

10,000,000,000,000,000,000 - patzer

100,000,000,000,000,000,000 - faubiguy

1,000,000,000,000,000,000,000 - AarexTiaokhiao

10,000,000,000,000,000,000,000 - Vytron

100,000,000,000,000,000,000,000 - patzer

1,000,000,000,000,000,000,000,000 - patzer

10,000,000,000,000,000,000,000,000 - AarexTiaokhiao

100,000,000,000,000,000,000,000,000 - AarexTiaokhiao

1,000,000,000,000,000,000,000,000,000 - Vytron

10,000,000,000,000,000,000,000,000,000 - faubiguy

100,000,000,000,000,000,000,000,000,000 - patzer

1,000,000,000,000,000,000,000,000,000,000 - AarexTiaokhiao

10,000,000,000,000,000,000,000,000,000,000 - AarexTiaokhiao

100,000,000,000,000,000,000,000,000,000,000 - AarexTiaokhiao

1,000,000,000,000,000,000,000,000,000,000,000 - AarexTiaokhiao

Since I have a bit of an advantage by starting the thread, I'll fix that by not rolling until my next post.

Good luck everyone!