Turn 5 exists after a long delay!
Remuthra moves forward 6 and gets another magic dagger!
GWG creates a tile to boost speed by a lot for a short time.
Micelus creates a tile to send players back to some of old pink tiles.
Scapheap makes a tile to potentially boost you forward or back depending on your doe!
Javier jumps and gets 4 points of armor.
Borno jumps and gets a magic hat.


Statuses:
Pink: Micelus 4/5hp. Tile 15.
Red: Remuthra 4/5hp. Has 2 confusing daggers. Tile 6.
Gold: Greatwyrmgold 4/5hp. Tile 17.
Has a magic hat.Blue: borno 4/5hp. Has a can of power up juice. Tile 11.
Has a magic hat.Purple: Scapheap 3/5hp. Tile 16.
Black: Javierpwn 4/5hp. 4 armor. Has a can of power up juice. Tile 12.
Goblin 1: Tile 13. Chasing borno. 1atk
Goblin 2: Tile 12. 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.
11. Magic Hat:
This hat can do anything! But probably won't. Every turn you have this hat on your head, a random effect occurs, rolled by a d10. What happens when a number is rolled is ultimately up to you, the GM, but a 10 would be a good thing, like a healing potion while a 1 is bad, like the hat randomly exploding. Can be taken off.
12. Armor:Make Self be suited with either:
4 Points of armor
Cloth armor(Nothing)
Heavy armor:6 points, -2 to rolls
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.
14. Battle Royale: If this tile is activated with two or more players on the tile or adjacent to the tile, all players will lose 1 hp. This tile has no effect if there is only one player.
15. Tunnel of Memories: Roll a 1d4 if stepped on. If 1, the player is sent to the nearest Reality Police tile. If 2, the player lands on the nearest Velociraptor Rampage! tile. If 3, the player lands on the nearest Teleporter tile. If 4, the player will land on the nearest Clumsy tile. The tile a player lands on is activated once they have entered the Tunnel.
16. Double or nothing:Roll a d6, if even move forward your die getting to that square, if odd, backward. E.G you choose a 6 to get to this square and then roll another dice, if it 2, 4 or 6 move forward 6 and move backward 6 if anything else.
17. Up To 11: Future moves by anyone who lands on this tile are doubled, until the player lands on a space with a number greater than 23.
18.
19.
20.
Dice: 1, 3, 4, 4, 5, 6
I suppose at bare minimum I can go back and forth between this and deathmatch but that feels weird, and doesn't work well for either game. Just gotta step it up I suppose.