I'm just gonna auto-turn gamer for now, since they haven't logged in for awhile. They take the 2.
Micelus creates a tile to hamper the efforts of time travelers, I guess?
borno creates a tile to give out power juice!
Remuthra and Javier get a magic dagger.
Greatwyrmgold turns random encounters on.
Rabidgamer steps on the spring trap, flying 2 tiles and taking 1 damage.
Remuthra must take a die this turn.

Statuses:
Pink: Micelus 5/5hp. Tile 9.
Red: Remuthra 5/5hp. Has a confusing dagger. Tile 6.
Gold: Greatwyrmgold 5/5hp. Tile 3.
Blue: borno 5/5hp. Tile 10
Purple: Rabidgam3r 4/5hp. Tile 7.
Black: Javier 5/5hp. Has a confusing dagger. Tile 6.
Random encounters: On.
1. Anyone landing on it must roll a 6-sided die or have it rolled for them. The random effects are hidden!
2. The tile will causes people to lose their balance, and they will move 1 less space from then on.
3. When someone activates this tile, random encounter mode is toggled! Upon someone landing on 10, 20, 30, 40, or 45 it spawns a creature able to attack (Random) tiles away and will hunt them down.
4. Velociraptor Rampage!: Player runs 4 tiles forward to avoid raptors. Any players passed by are moved 3 tiles forward. If none are passed by, player is damaged by 1hp. Should a player have 1 health when activating the tile and no players are passed by, the player becomes Raptor Lunch. The tile he/she is currently on changes into a Velociraptor Rampage! tile.
5. Spring trap. When activated, roll a d5 die. Whatever it lands on, take half the number rounded up off of your hp total, but also propel forward by that number.
6. Gives player a single Glass Dagger of Confusion. Can be used on command when on the same tile as another player. For the next 3 turns, that player walks backwards at a 2x rate, losing spaces instead of gaining them. Breaks when used.
7.
8.
9. Reality Police: If a player lands on this tile he/she is searched by the reality police. If the player has any power or equipment that does not fit into the early 21st century, he is transported to the nearest 'jail' tile or equivalent. The player may not move for one turn while in jail. If no jail tiles are present, all powers or equipment are taken away. Alternatively, the player may give up 1hp per ability/equipment and run to the next tile.
10. Power up juice: This juice really packs a punch! One sip will either send you running one d3 tiles forward, or restore one d3 health. One can will be given to you upon activation of this tile. Discard after first use.
Dice: 6, 6, 6, 4, 4, 4. (gee, high numbers this turn)