Turn 3 is happening!
Javier uses their dagger on remuthra!
Remuthra now is moving backwards at 2x speed!
borno jumps, obtaining some Power up juice! Borno must move this turn.
A monster spawns at tile 15. It's going after borno!
Javier moves to tile ten, obtaining some Power up juice!
A monster spawns at tile 14. It's going after Javier!
Remuthra moves 8 tiles backwards to tile 0!
Rabidgam34 and Micelus both get to tile 13. It goes to Micelus by random chance, turning into a Jail!
Greatwyrmgold makes a teleporter at tile 7!


Statuses:
Pink: Micelus 5/5hp. Tile 13.
Red: Remuthra 5/5hp. Has a confusing dagger. Tile 0.
ConfusedGold: Greatwyrmgold 5/5hp. Tile 7.
Blue: borno 5/5hp. Has a can of power up juice. Tile 10.
Purple: Rabidgam3r 4/5hp. Tile 13.
Black: Javierpwn 5/5hp. Has a can of power up juice. Tile 10.
Goblin 1: Tile 15. Chasing borno. 1atk
Goblin 2: Tile 14. Chasing Javier. 1atk
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. Teleporter: Teleports to a random tile between 0 and 20.
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.
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13. Jail: Has no effects on players who step on this tile. If a player is incarcerated due to the effect of another tile, he/she will be sent to the closest 'prison tile'. He/she must then jump on the next turn.
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Dice: 5, 4, 2, 1, 1, 1