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 1, 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 an integer to your roll.

Example:

My number is 12,340.

The first digit is 1, so I roll 1d6, and get 6, I add 234, I get 240.

I multiply this by 10000, and get 2,400,000 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 than winning every time you roll a 1, each time you are the first to pass a power of ten (10, 100, 1000, ...), you may roll 1d6; you get that number of wins (so, between 1 and 6 wins). Your number is reset to 1. If you win by rolling a 1, your number does not reset.

If you pass multiple powers of ten in one turn, only the largest power of ten counts.

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 reroll if you got an item on your original roll.

Pets

Each player may set an item described as such as their pet (for example, a kitten). Pets do not count as items. A player may name their pet. Each type of pet has a passive ability, and some have actions that their owner may use. Some types of pets may also be able to be trained, increasing their level, which can unlock additional passive abilities or actions. Only one pet may be set at time. If a pet is removed, it reverts back to an ordinary item (losing its name and any training or other alterations).

Items

Every time you get a win after reaching a Power Of Ten Landmark, you may, if you want, invent a new item, for any integer between 0 and 99 inclusive that doesn't already have an item assigned to it. Items are given when you roll certain numbers, and we will fill every number with an item that does something when you roll that. If you roll a number with 3 or more digits, look only at the last two digits of the number you rolled for the purposes of items. (e.g. if you roll 8d47 and get 219, you get the item for the number 19)

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

List of items (roll is total dice amount, modulo 100):

Roll a 0: You get ten wins, and every other player gets three wins. [Bound to item 99]

Roll a 1: Get a win! [Bound to item 19]

Roll a 2: Double your number after your next roll.

Roll a 3: The player above you [the player who posted immediately before you -Ed.] gets a win. [Bound to item 13]

Roll a 4: You may define an item.

Roll a 5: You must forfeit one of your wins to another player of your choice. [Bound to item 6]

Roll a 6: If you are not in first place, steal a win from the player in first place. [Bound to item 5]

Roll a 7: If you have enough grapes to buy something with them, you must immediately spend some of your grapes.

Roll an 8: You get a kitten. A kitten may be set as a pet. Its passive ability to to add 3 to its owner's rolls. Upon passing a power of ten, its owner may feed it 50 grapes to train it to level 2. Then its passive ability is upgraded so that the owner may choose whether or not to add 3 to each roll. [Bound to item 40]

Roll a 9: For your next turn only, the number of sides on your dice is squared. (e.g. If you have three wins, then instead of rolling 9-sided dice, you would roll 81-sided dice)

Roll a 10: If you wish, you may delete one item. You may not delete the automatic win for rolling a 1. If you are in first place, you may not delete any item which specifically targets the player in first place. The space held by the deleted item will remain empty until the next item is defined. (For example, if you delete the "Roll a 4" item, then rolling a 4 does nothing, until another item is defined for the number 4). Upon deleting the item, you may define up to five new items.

Roll an 11: No item

Roll a 12: At the end of this turn, replace the first insignificant digit of your number with a 1. For example, if your number is 1.02 e+05, it becomes 1.021 e+05.

Roll a 13: The next player to post gets a win, after they roll. [Bound to item 3]

Roll a 14: You get two wins.

Roll a 15: Your number is multiplied by 10

^{3k+2}, where k is your number of kittens.

Roll a 16: You get a bag. If you have a bag which does not already contain an item, and you get an item which ordinarily must be used immediately or on the following turn, you may choose to put that item in the bag instead. Each bag may only contain one item; for the purposes of this rule, two items which are bound together are treated as a single item and may be placed in and removed from a bag together but not separately. If you have a bag containing an item, you may take the item out of the bag on your turn after you roll. The item will then take effect as if it had been earned that turn.

Roll a 17: No item

Roll an 18: You may bind two item numbers together, so that rolling either gives both items. You may not bind two item numbers if either is already bound. The numbers are bound, not the items themselves, so numbers that do not have assigned items may be bound, and the bind remains if an item is deleted or modified.

Roll a 19: You may propose any change to the ruleset, including adding rules, removing rules, or modifying rules. Players may state that they agree or disagree with the proposed changes; if, after 36 hours, more people are in favor of the rule change than against it, it shall take effect. [Bound to item 1]

Roll a 20: You get 100 grapes.

Grapes may be spent in the following ways at the end of any turn:

For 8 grapes a player may give a win to another player.

For 18 grapes a player may buy a kitten.

For 34 grapes a player may define an item.

For 39 grapes a player may buy a win.

For 54 grapes a player may make a proposal as described in item 19.

For 72 grapes a player may define a new way to spend grapes which will be added to this item.

For 88 grapes a player may remove a way to spend grapes from this item.

For 100000 grapes a player may make unlimited changes to any aspect of the game, including rules, items, and game state.

Grapes may also be transferred freely to another player in multiples of 13.

If at any point a players number of grapes becomes 666, they steal half the wins (rounded down) from the player in first place.

Roll a 21: Choose another player. Roll 1d2. If you roll a 1, you steal 1d6 wins from the other player. If you roll a 2, the other player steals 1d6 wins from you.

Roll a 22: You stumble upon a forgotten vineyard. You may plant grapes in multiples of 8. Each time you roll this item, you gain 5 grapes for every 8 you have planted, which you may optionally replant.

Roll a 23: No item

Roll a 24: No item

Roll a 25: No item

Roll a 26: You may swap any two items, so e.g. item 10 becomes item 22 and vice versa. Bindings do not get swapped with them.

Roll a 27: No item

Roll a 28: No item

Roll a 29: No item

Roll a 30: No item

Roll a 31: You may take as many turns as you like for the rest of the page.

Roll a 32: No item

Roll a 33: No item

Roll a 34: No item

Roll a 35: No item

Roll a 36: No item

Roll a 37: No item

Roll a 38: All kittens currently in existence turn into cats.

Roll a 39: No item

Roll a 40: Steal a kitten from the player in first place, if they have one. [Bound to item 8]

Roll a 41: No item

Roll a 42: No item

Roll a 43: You may choose one of the following pet-related items:

- Collar: You may put this on a pet to prevent the pet from being forcibly modified. Something happens that would change an aspect of your pet, you may choose whether to allow it. It cannot be removed without destroying it.
- Pet food: You may feed this to a pet to instantly level it up one level. One use.
- Pet box: You may remove a pet into this to put it into your inventory without it losing any training or customization. That is, it keeps the pet as an item that can be used to set it as a pet again exactly as it was before it was removed. One use.

Roll a 44: No item

Roll a 45: No item

Roll a 46: No item

Roll a 47: No item

Roll a 48: No item

Roll a 49: No item

Roll a 50: No item

Roll a 51: Choose any player. You may steal 15% of their wins, rounded to the nearest integer.

Roll a 52: Choose a nickname for yourself. It must be a single word that is in the English dictionary, contains only standard letters, and have between 3 and 20 letters. Anyone who calls you anything other than this nickname (excluding obvious typos) loses one win to you per use of incorrect name.

Roll a 53: You may unbind a pair of item numbers, optionally followed by binding two different item numbers together.

Roll a 54: Next turn, roll as many dice as there have been posts in this thread.

Roll a 55: You get access to the super-secret shared account, mindy. This account plays the game as if it's an entirely separate person, thus you shouldn't identify who you are when posting from that account. PM the account "mindy", and whoever is in control of the account will tell you its password. [Bound to item 66]

Roll a 56: No item

Roll a 57: No item

Roll a 58: No item

Roll a 59: No item

Roll a 60: You lose the item in one of your bags if you have one. You may choose the item to lose.

Roll a 61: No item

Roll a 62: No item

Roll a 63: No item [Bound to item 92]

Roll a 64: No item

Roll a 65: No item

Roll a 66: No item [Bound to item 55]

Roll a 67: You lose all your grapes.

Roll a 68: On your next turn, if you roll an item, it doesn't do anything (and can't be put into bags, etc.). If you roll a number without an item, you must define an item for that number.

Roll a 69: You may sell wins for 25 grapes each.

Roll a 70: You get a map! As long as you have a map in your inventory, you may travel. The world is a grid with x and y directions. It extends infinitely in both directions. If you have a map, you may travel up to 3 units per turn along the grid (for example, from (0, 0) to (-2, 1), or from (19, 5) to (22, 5)). At the time of this item's creation, location has no effect, but this may be changed by later rules and items. If you lose the map, you may not travel until you get another one.

Roll a 71: You may steal one item from another player, unless the other player has protection against theft.

Roll a 72: If you have any kittens, one of them becomes a cat. If you do not have any kittens, you gain a cat. A cat may be set as a pet. Its passive ability is to add 2 to each die of its owner's rolls. Upon passing a power of ten, its owner may feed it 50 grapes to train it to level 2. Then its passive ability is upgraded so that the owner may choose whether or not to add 2 to each die of any given roll; you must choose either to add 2 to every die or to no dice on any given roll. If a pet kitten is upgraded to a cat (by this or any other item), the new pet cat is at the same level that the pet kitten had been at; if the kitten had been at a level higher than has yet been defined for cats (for example, if a level 4 kitten is upgraded but only levels 1 and 2 are defined for cats), then the cat has whatever abilities belong to the highest defined level of cat.

Roll a 73: No item

Roll a 74: No item

Roll a 75: No item

Roll a 76: No item

Roll a 77: No item

Roll a 78: No item

Roll a 79: No item

Roll an 80: No item

Roll an 81: You may create any number of items. However, you lose 1 win for the first item created, 2 more wins for the second, 3 more wins for the third, and so on. You may not create an item if you would end up with negative wins.

Roll an 82: No item

Roll an 83: No item

Roll an 84: No item

Roll an 85: No item

Roll an 86: No item

Roll an 87: If you have any kittens, you may exchange as many of them as you wish for other players' wins, at the price of 1 win per kitten. You may not cause any player to go into negative wins.

Roll an 88: No item

Roll an 89: No item

Roll a 90: No item

Roll a 91: No item

Roll a 92: No item [Bound to item 63]

Roll a 93: No item

Roll a 94: No item

Roll a 95: No item

Roll a 96: No item

Roll a 97: No item

Roll a 98: No item

Roll a 99: No item [Bound to item 0]

Post Limit

You must wait until at least two other people have posted and at least half an hour has passed since your last post before you can post again. Only posts which include a valid dice roll are included in this count.

Game Winner

If nobody posts after 7 days, the game is over, and whoever had the most wins (or highest number among those with the most wins, in case of a tie) wins the thread. This win condition may not be modified, and no other win condition may be added, unless at least 3 players agree with the proposal (as well as the proposal fulfilling whatever conditions would normally be required for its passing).

Powers of Ten to reach:

10 - faubiguy

100 - patzer

1000 - faubiguy

10,000 - Earthling on Mars

100,000 - patzer

1,000,000 - faubiguy

10,000,000 - patzer

100,000,000 - Earthling on Mars

1,000,000,000 - faubiguy

10,000,000,000 - SirGabriel

100,000,000,000 - Earthling on Mars

1,000,000,000,000 - faubiguy

10,000,000,000,000 - GoogologyMaster

100,000,000,000,000 - patzer

1,000,000,000,000,000 - SirGabriel

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

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

100,000,000,000,000,000 - SirGabriel

1,000,000,000,000,000,000 - GoogologyMaster

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

100,000,000,000,000,000,000 - SirGabriel

1,000,000,000,000,000,000,000 - faubiguy

1,000,000,000,000,000,000,000,000 - SirGabriel

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

100,000,000,000,000,000,000,000 - GoogologyMaster

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

100,000,000,000,000,000,000,000,000 - SirGabriel

1,000,000,000,000,000,000,000,000,000 - SirGabriel

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

1,000,000,000,000,000,000,000,000,000,000 - Earthling on Mars

10,000,000,000,000,000,000,000,000,000,000 - SirGabriel

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

1,000,000,000,000,000,000,000,000,000,000,000 - GoogologyMaster

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

100,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000 - SirGabriel

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

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

1,000,000,000,000,000,000,000,000,000,000,000,000 - SirGabriel

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