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** It's possible that they're afraid that trying to destroy it might [[SealedEvilInACan unleash]] whatever horrors are inside with no way to recall them. At least with the board intact, the horrors of the game are contained as long as you don't play, or manage to beat it. That said, it doesn't explain why no one ever tried writing a note warning future players not to touch it ([[SchmuckBait not that that's guaranteed to work]]), or perhaps removing/destroying the dice/pieces so no one ''can'' play.
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This is Fridge Horror, not What If. What if a gunman broke into that party and shot everyone. What if Judy got hit by a car on her way to school. What if Peter choked on a carrot. Fridge Horror is \"This must have/probably happened in the background,\" not, \"Something could have possibly gone wrong maybe but there\'s no hint of it.\"


* If a person who wanted to play were incapable of saying the dangers/Jumanji (and I don't mean slashed vocal cords, which could be excused by speaking in a whisper, but something more severe like a missing jaw), would the game even let them play? If they lost their jaw during the game, does the game continue with that player's turn despite the game state essentially becoming frozen? Though a game like this being selective could be a blessing in disguise.
* Alan and Sarah talked Peter and Judy's parents out of going skiing, knowing that they'd die in an accident. [[YouCantFightFate What if they decide to vacation somewhere even more dangerous?]]

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* If a person who wanted to play were incapable of saying the dangers/Jumanji (and I don't mean slashed vocal cords, which could be excused by speaking in a whisper, but something more severe like a missing jaw), would the game even let them play? If they lost their jaw during the game, does the game continue with that player's turn despite the game state essentially becoming frozen? Though a game like this being selective could be a blessing in disguise.
* Alan and Sarah talked Peter and Judy's parents out of going skiing, knowing that they'd die in an accident. [[YouCantFightFate What if they decide to vacation somewhere even more dangerous?]]
disguise.
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* If a person who wanted to play were incapable of saying the dangers/Jumanji (and I don't mean slashed vocal cords, which could be excused by speaking in a whisper, but something more severe like a missing jaw), would the game even let them play? If they lost their jaw during the game, does the game continue with that player's turn despite the game state essentially becoming frozen? Though a game like this being selective could be a blessing in disguise.

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* If a person who wanted to play were incapable of saying the dangers/Jumanji (and I don't mean slashed vocal cords, which could be excused by speaking in a whisper, but something more severe like a missing jaw), would the game even let them play? If they lost their jaw during the game, does the game continue with that player's turn despite the game state essentially becoming frozen? Though a game like this being selective could be a blessing in disguise.disguise.
* Alan and Sarah talked Peter and Judy's parents out of going skiing, knowing that they'd die in an accident. [[YouCantFightFate What if they decide to vacation somewhere even more dangerous?]]
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** It would skip him until someone rolled 5 or 8.
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**** Yep, you're right. My bad.
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** I believe, if memory serves, that Alan rolled a three when the game demanded a two. Over-rolling seems to be allowed.

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Natter


** He gets skipped until someone frees him. Basically, a permanent "Lose a Turn" scenario.
** He doesn't get skipped, Peter only went twice because he got doubles the first time.
** According to the rules of the defictionalized board game, your turn fully ends if either another player rolls a 5 or 8 or your piece backsteps all the way back to Start. I assume that if Sarah rolled instead of running out and it wasn't 5 or 8, she could keep playing by herself. So, the plot easily could've been just Sarah enduring the summoned dangers while Alan endures the actual jungle.



** It probably stops when your piece reaches the centre, regardless of remaining numbers.
** According to the rules of the defictionalized board game, you simply don't move but still draw a danger card, so it could've become pure RNG for the correct roll at that point. And since you have to roll 2d6, if you're exactly 1 space away from Jumanji, you're no longer able to win the game (but other players can still try).



** It can't be destroyed because it's magic. Sometimes "AWizardDidIt" is a perfectly rational explanation.

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** It can't be destroyed because it's magic. Sometimes "AWizardDidIt" is a perfectly rational explanation.
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** According to the rules of the defictionalized board game, your turn fully ends if either another player rolls a 5 or 8 or your piece backsteps all the way back to Start. I assume that if Sarah rolled instead of running out and it wasn't 5 or 8, she could keep playing by herself. So, the plot easily could've been just Sarah enduring the summoned dangers while Peter endures the actual jungle.

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** According to the rules of the defictionalized board game, your turn fully ends if either another player rolls a 5 or 8 or your piece backsteps all the way back to Start. I assume that if Sarah rolled instead of running out and it wasn't 5 or 8, she could keep playing by herself. So, the plot easily could've been just Sarah enduring the summoned dangers while Peter Alan endures the actual jungle.
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** According to the rules of the defictionalized board game, your turn fully ends if either another player rolls a 5 or 8 or your piece backsteps all the way back to Start. I assume that if Sarah rolled instead of running out and it wasn't 5 or 8, she could keep playing by herself. So the plot easily could've been just Sarah enduring the summoned dangers while Peter endures the actual jungle.

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** According to the rules of the defictionalized board game, your turn fully ends if either another player rolls a 5 or 8 or your piece backsteps all the way back to Start. I assume that if Sarah rolled instead of running out and it wasn't 5 or 8, she could keep playing by herself. So So, the plot easily could've been just Sarah enduring the summoned dangers while Peter endures the actual jungle.
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None


** According to the rules of the defictionalized board game, your turn fully ends if either another player rolls a 5 or 8 or your piece backsteps all the way back to Start. I assume that if Sarah rolled instead of running out and it wasn't 5 or 8, she could keep playing by herself. So it could've been just Sarah enduring the summoned dangers while Peter endures the actual jungle.

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** According to the rules of the defictionalized board game, your turn fully ends if either another player rolls a 5 or 8 or your piece backsteps all the way back to Start. I assume that if Sarah rolled instead of running out and it wasn't 5 or 8, she could keep playing by herself. So it the plot easily could've been just Sarah enduring the summoned dangers while Peter endures the actual jungle.
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* In the real-life game, there is a set of ten empty spaces on one side of the board. When the players (as a team) fail to dodge the danger on the card (by all rolling either a designated symbol or a wild hourglass within eight seconds), that card is placed on one of those spaces. The tenth space reads: "A card placed here brings dreadful news: This game is done. '''[[TotalPartyKill All players lose!]]'''" Just to drive the point home, that space also has one of those yellow flesh-eating plants from the movie. (The real-life game's instruction sheet suggests adding a SelfImposedChallenge by placing up to six cards on those spaces at the beginning.

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* In the real-life game, there is a set of ten empty spaces on one side of the board. When the players (as a team) fail to dodge the danger on the card (by all rolling either a designated symbol or a wild hourglass within eight seconds), that card is placed on one of those spaces. The tenth space reads: "A card placed here brings dreadful news: This game is done. '''[[TotalPartyKill All players lose!]]'''" Just to drive the point home, that space also has one of those yellow flesh-eating plants from the movie. (The real-life game's instruction sheet suggests adding a SelfImposedChallenge by placing up to six cards on those spaces at the beginning.)

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**** Which is actually what the defictionalized board game encourages: "If [the doomsday grid, the equivalent of too much havoc] fills up before a player reaches the gameboard center, all players lose! You must play the game again until someone wins!"

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**** Which is actually what the defictionalized board game encourages: "If [the doomsday grid, the equivalent of too much havoc] many summoned dangers] fills up before a player reaches the gameboard center, all players lose! You must play the game again until someone wins!"



* There's a card in the real life board game that becomes the most horrifying prospect of all if it too is a random roll in-universe. ''To draw this card is dreadful news. The game is done.'' '' '''[[TotalPartyKill All players lose.]]''' ''
** Not quite. In the real-life game, there is a set of ten empty spaces on one side of the board. When the players (as a team) fail to dodge the danger on the card (by all rolling either a designated symbol or a wild hourglass within eight seconds), that card is placed on one of those spaces. The tenth space reads: "A card placed here brings dreadful news. The game is done. All players lose!" Just to drive the point home, that space also has one of those yellow flesh-eating plants from the movie. (The real-life game's instruction sheet suggests adding a SelfImposedChallenge by placing up to six cards on those spaces at the beginning.)

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* There's a card in the real life board game that becomes the most horrifying prospect of all if it too is a random roll in-universe. ''To draw this card is dreadful news. The game is done.'' '' '''[[TotalPartyKill All players lose.]]''' ''
** Not quite.
In the real-life game, there is a set of ten empty spaces on one side of the board. When the players (as a team) fail to dodge the danger on the card (by all rolling either a designated symbol or a wild hourglass within eight seconds), that card is placed on one of those spaces. The tenth space reads: "A card placed here brings dreadful news. The news: This game is done. '''[[TotalPartyKill All players lose!" lose!]]'''" Just to drive the point home, that space also has one of those yellow flesh-eating plants from the movie. (The real-life game's instruction sheet suggests adding a SelfImposedChallenge by placing up to six cards on those spaces at the beginning.)

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** According to the rules of the defictionalized board game, your turn fully ends if either another player rolls a 5 or 8 or your piece backsteps all the way back to Start. I assume that if Sarah rolled instead of running out and it wasn't 5 or 8, she could keep playing by herself. So it could've been just Sarah enduring the summoned dangers while Peter endures the actual jungle.



** According to the rules of the defictionalized board game, you simply don't move but still draw a danger card, so it could've become pure RNG for the correct roll at that point. And since you have to roll 2d6, if you're exactly 1 space away from Jumanji, you're no longer able to win the game (but other players can still try).



** Not only that, but ''they came out of a board game.'' A board game that would have all of its images ''painted'' on it. And the game is also very old. Hence, the animals looking more fake and faded!
* Right at the start, the boys say "It's just a pack of wolves." Which, you'd think, should still be terrifying when you're two boys alone in the woods. But they've just played Jumanji. A pack of wolves? That's ''nothing'' compared to what they've just endured...
* Some other Brilliance: the reason they used the same actor to play Alan's father and the hunter is because the hunter is the representation of Alan's way to deal with problems, to run away and not face them, as well as the fact that he has a bit of an antagonistic relation with his father. It isn't until he realises that his father, despite everything, loved him with all his heart - to the point of bankrupting his own factory in order to find him - that he finally begins to take a stand, and the moment he faces his biggest fear and faces it head on instead of just running away is when he finally wins. Who says that the Jumanji game wasn't "cheating" so that it ended in the moment Alan finally learned his lesson?
** As further evidence of this: one of the dice is still rolling as Alan and Van Pelt have their final showdown. It isn't until he stands up to the hunter, faces his fears, that the die lands and gives him the correct number to reach Jumanji--as in, he won ''because'' he stood up to Van Pelt.

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** Not only that, but ''they came out of a board game.'' game''. A board game that would have all of its images ''painted'' on it. And the game is also very old. Hence, the animals looking more fake and faded!
* Right at the start, the boys say say, "It's just a pack of wolves." Which, you'd think, wolves". You'd think that should still be terrifying when you're two boys alone in the woods. But woods, but they've just played Jumanji. A pack of wolves? That's ''nothing'' compared to what they've just endured...
endured.
* Some other Brilliance: the reason they used the same actor to play Alan's father and the hunter is because that the hunter is the representation of Alan's way to deal with problems, to run away and not face them, as well as the fact that he has a bit of an antagonistic relation with his father. It isn't until he realises that his father, despite everything, loved him with all his heart - to the point of bankrupting his own factory in order to find him - that he finally begins to take a stand, and the moment he faces his biggest fear and faces it head on head-on instead of just running away is when the moment he finally wins. Who says that the Jumanji game wasn't "cheating" so that it ended in the moment Alan finally learned his lesson?
** As further evidence of this: one of the dice die is still rolling as Alan and Van Pelt have their final showdown. It isn't until he stands up to the hunter, hunter and faces his fears, fears that the die lands and gives him the correct number to reach Jumanji--as in, he won ''because'' he stood up to Van Pelt.



** Slightly unrelated, but I'm sure the creators said once it was a reference to how in Peter Pan productions, the actor to play Wendy's father would always be the same actor who played Captain Hook... probably for some similar, "it's all a dream"-like reason.
* The [[ResetButton reset]] to 1969 happens because the game is calling back everything released while Alan and everyone were playing. Including the bats Sarah let out on her first turn, which, given the relatively short life cycle of a bat, would have been long dead in 1995.
** And yet, they were briefly encountered in the attic in 1995. Game constructs don't have to conform to real-life lifespans, I don't think. More likely, the game calls back all EVENTS that it caused, from when they first rolled.
*** Or maybe the bats just bred and by 1995 very few remained.

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** Slightly unrelated, but I'm sure the creators said once it was a reference to how in Peter Pan productions, the actor to play Wendy's father would always be the same actor who played Captain Hook... probably for some similar, similar "it's all a dream"-like reason.
* The [[ResetButton reset]] to 1969 happens because the game is calling back everything released while Alan and everyone were playing. Including playing, including the bats Sarah let out on her first turn, which, given the relatively short life cycle of a bat, would have been long dead in 1995.
** And yet, Yet they were briefly encountered in the attic in 1995. Game constructs don't have to conform to real-life lifespans, I don't think. More likely, the game calls back all EVENTS that it caused, from when they first rolled.
*** Or maybe the bats just bred and by 1995 very few remained.remained by 1995.



** However, look at some of the ridiculously close calls throughout the film. Alan being pulled out of the game at the same time as a lion, who would have easily mauled the two defenseless children otherwise. Absolutely '''''EVERY''''' shot Van Pelt makes at Alan misses by a hair, along with him running out of ammo just when it seems he has him in his sights. And note, Van Pelt is a deadly good shot, as seen when he shoots the small lock off fthe tire stand in Sir-Sav-Alot or tips his gun with only a second's glance to quickly shoot the light fixture above Carl's head. Furthermore the stampede bursting through the wall ''just'' as the group exits the room, and rushing past where Peter was fleeing them before getting pulled to safety by Alan in the nick of time. Later, during the stampede through town, Peter takes shelter in someone's abandoned car, only to have it be meticulously crushed by several animals-- but only to the point that it pins him down, rather than turning him into a [[VideoGame/ResidentEvil Peter-Sandwich.]] ''Then'' when Judy, Peter, and Sarah are cornered by Van Pelt, Alan unintentionally and unknowingly crashes his commandeered police cruiser into the shelf of paint cans, toppling them only onto Van Pelt. Miraculously, no one else is harmed by his blind drive through the store, without brakes. Several instances of extreme good fortune occur during the monsoon seen, involving the crocodiles. First off, when the group is climbing onto the table to get out of the water, Peter (who is a supreme cheater of death, among other things) starts slipping in and is pulled back by Alan before one of the crocodiles emerges to make a snap at the spot he was a mere ''moment'' before. Then, after a sudden tip of the chandelier they were taking refuge on sends Peter back into the water, he is once again pulled out by Alan a split second before another crocodile gobbles up the air he had once been occupying (in addition, Alan pull's Peter out by his tail, which he would not have had if Jumanji hadn't started turning him into a monkey hours earlier for cheating. In other words, if Peter hadn't been turned into a monkey, he would have been dead, as every other part of him was submerged.) And in the game's finale, Judy is poisoned by a plant (and possibly dies, but that's never stated for certain, she may have just lost consciousness.) just a turn before the one that wins the game. Lastly, the elements of the game being sucked back into the board just before Van Pelt's bullet hits Alan directly in the head. In conclusion, Jumanji controls everything, and sets everything up so that none of the players die, or at least not until the home stretch. It throws the players in life-threatening situations only to save them by the skin of their teeth by tipping the scales ever so slightly. Jumanji: A game for those who seek to find a way to leave their world behind. ''Not'' a game for those who seek to die very quickly and painfully.
** Given that Jumanji is a board game, with multiple players, it is likely that it is played as a competitive match. the losers gain nothing, but the winners get everything. Those who won are those who make it out of the game with their lives, those who lose are those who died in the process. If you Die in the game, you lose your play and your game-piece is reverted backward. no other player can enter the play (which differs from being Stuck in the game, which means that if you're stuck in Jumanji, your turn is passed until someone rolls 5 or 8. But if you manage to live through until someone reaches "Jumanji" then those who remain alive get to witness time reverse back to where it all started. The prize is being given the time you lost playing the game, and coming out with the lessons that you learned. those who lost, cannot remember the events from the game. Then if all the players Die, then Jumanji would not revert back, and a swarm of unstoppable beasts and plagues would consume the world the players held in their hearts- "A game to leave your world behind" - the entire town in Jumanji would become a world left behind in chaos and destruction.
** This raises up a question of motive. Is the game out to help people, hurt people or earn you own ending? Would the constructs be more successful if the players weren't learning lessons from the experience? The game seems to lure people in, but is it out to make them better people, punish them for their actions or test them to see if they fit to live or not.
* this Troper always wondered why Aunt Nora couldn't hear Jumanji's drums, then the introduction to the game made sense. Allan was angry at his parents, Sarah was annoyed by the actions of Allan's bullies, Judy and Peter were introverted after their parents death, Of course they would want to 'leave their world behind."
** Considering what we see it's entirely possible it might just go after children. After all Nora doesn't seem much happier with the situation than Judy and Peter.
** I feel it calls out to certain people who need to learn lessons - Nora obviously wasn't happy about losing her brother, but she had accepted there was nothing she could do, and that she had to move on. But the others had issues they refused to acknowledge.
* The owner of the gun store who was so ready to chuck aside the various regulations on purchasing firearms in exchange for shiny gold pieces. It's played for laughs in the movie, but it's still quite illegal of him, but the store owner gets his payback in the fact that unless he cashed those gold coins quickly, they definitely disappeared along with everything else from the game, leaving him less one weapon, some ammo, and without any money in exchange for either, because of his greed for gold.
** However since finishing the game reverts everything to how it was before it started he ''never sold the gun in the first place.'' Hell, he probably doesn't even work at the gun shop the second time around.


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** However, look at some of the ridiculously close calls throughout the film. Alan being pulled out of the game at the same time as a lion, who would have easily mauled the two defenseless children otherwise. Absolutely '''''EVERY''''' shot Van Pelt makes at Alan misses missing by a hair, along with him running out of ammo just when it seems he has him in his sights. And note, Van Pelt is a deadly good shot, as seen when he shoots the small lock off fthe the tire stand in Sir-Sav-Alot or tips his gun with only a second's glance to quickly shoot the light fixture above Carl's head. Furthermore the The stampede bursting through the wall ''just'' as the group exits the room, and rushing past where Peter was fleeing them before getting pulled to safety by Alan in the nick of time. Later, during the stampede through town, Peter takes shelter in someone's abandoned car, only to have it be meticulously crushed by several animals-- but only to the point that it pins him down, rather than turning him into a [[VideoGame/ResidentEvil Peter-Sandwich.]] Peter Sandwich]]. ''Then'' when Judy, Peter, and Sarah are cornered by Van Pelt, Alan unintentionally and unknowingly crashes his commandeered police cruiser into the shelf of paint cans, toppling them only onto Van Pelt. Miraculously, no one else is harmed by his blind drive through the store, without brakes. Several instances of extreme good fortune involving the crocodiles occur during the monsoon seen, involving the crocodiles. scene. First off, when the group is climbing onto the table to get out of the water, Peter (who is has become a supreme cheater of death, among other things) starts slipping in and is pulled back by Alan a mere ''moment'' before one of the crocodiles emerges to make a snap at the spot he was a mere ''moment'' before. him. Then, after a sudden tip of the chandelier they were taking refuge on sends Peter back into the water, he is once again ''again'' pulled out by Alan a split second before another crocodile gobbles up the air he had once been occupying (in addition, Alan pull's Peter out by his tail, which he would not have had if Jumanji hadn't started turning him into a monkey hours earlier for cheating. In other words, if Peter hadn't been turned into a monkey, he would have been dead, as every other part of him was submerged.) And in the game's finale, Judy is poisoned by a plant (and possibly dies, but that's never stated for certain, she may have just lost consciousness.) consciousness) just a one turn before the one that wins the game. winning roll. Lastly, the elements of the game being sucked back into the board just ''just'' before Van Pelt's bullet hits Alan directly in the head. In conclusion, Jumanji controls everything, and sets everything up so that none of the players die, or at least not until the home stretch. It throws the players in life-threatening situations situations, only to save them by the skin of their teeth by tipping the scales ever so slightly. Jumanji: A game for those who seek to find a way to leave their world behind. ''Not'' behind- ''not'' a game for those who seek to die very quickly and painfully.
painfully.
*** I dunno, death can easily be seen as [[DeathSeeker "a way to leave their world behind"]].
** Given that Jumanji is a board game, with multiple players, it is likely that it is played as a competitive match. the The losers gain nothing, but the winners get gain everything. Those who won are those who make it out of the game with their lives, lives; those who lose are those who died in the process. If you Die die in the game, you lose your play and your game-piece game piece is reverted backward. no No other player can enter the play (which differs from being Stuck stuck in the game, game), which means that if you're stuck in Jumanji, your turn is passed until someone rolls 5 or 8. But if you manage to live through until someone reaches "Jumanji" "Jumanji", then those who remain alive get to witness time reverse roll back to where it all started. The prize is being given the time you lost playing the game, and coming out with the lessons that you learned. those Those who lost, cannot lost won't remember the events from the game. Then And if all the players Die, die, then Jumanji would not revert back, and a swarm of unstoppable beasts and plagues would consume the world the players held in their hearts- hearts. "A game to leave your world behind" - would make the entire town in Jumanji would become a world left behind "left behind" in chaos and destruction.
** This raises up a question of motive. motive: Is the game out to help people, hurt people, or make people or earn you their own ending? Would the constructs be more successful if the players weren't learning lessons from the experience? The game seems to lure people in, but is it out to make them better people, punish them for their actions actions, or test them to see if they are fit to live or not.
not?
* this Troper always If you wondered why Aunt Nora couldn't hear Jumanji's drums, then consider the players' introduction to the game made sense. game: Allan was angry at his parents, Sarah was annoyed by the actions of Allan's bullies, and Judy and Peter were became introverted after their parents death, parents' death. Of course they would want to 'leave "leave their world behind."
behind".
** Considering what we see see, it's entirely possible it might just go after children. After all all, Nora doesn't seem much happier with the situation than Judy and Peter.
** I feel it calls out to certain people who need to learn lessons - lessons; Nora obviously wasn't happy about losing her brother, but she had accepted that there was nothing she could do, and that she had to move on. But the others had issues they refused to acknowledge.
* The owner of the gun store who was so ready to chuck aside the various regulations on purchasing firearms in exchange for shiny gold pieces. It's played for laughs in the movie, but it's still quite illegal of him, but the store owner gets his him. Karmic payback comes in the fact that unless he cashed those gold coins quickly, they definitely disappeared along with everything else from the game, leaving him less one weapon, some ammo, and without any money in exchange for either, because of his greed for gold.
** However However, since finishing the game reverts everything to how it was before it started started, he ''never sold the gun in the first place.'' place''. Hell, he probably doesn't even work at the gun shop the second time around.

around, if it even still exists in a lively version of the town.



** Well, monkeys are often associated with mischief... perhaps that's why Peter was turned into a monkey.
** [[CompletelyMissingThePoint For some odd reason, this troper would mess up just to be an alligator.]]
** The "you will go back more than your token" line meant that Peter was turning into a monkey as a form of [[HollywoodEvolution Hollywood De-evolution]].
** It's possible any cheater would turn into monkeys. It's a [[GeniusBonus salute to Darwin.]] The fact that Peter's token IS a monkey is just a happy coincidence.
* Just think, if Alan hadn't gotten that roll at the end, then they would have never finished the game. Judy was dead at that point, so once it's her turn it's GAME OVER.
** There's a lot of debate on that. Jumanji is a game that ''wants'' to be played. Only when the game reaches its end will the [[NothingExcitingEverHappensHere exciting consequences]] return to normal... but if [[EverybodysDeadDave somebody]] were to die, would the game freeze? Or maybe you could continue without them, but upon the rewind they would not be there, but in the game forever? Or maybe you just need to end the game to bring them back with a reset? So far, nobody's wanted to find out...

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** Well, monkeys Monkeys are often associated with mischief... perhaps Perhaps that's why Peter was turned into a monkey.
** [[CompletelyMissingThePoint For some odd reason, this troper would mess up Would a player cheat on purpose just to be become an alligator.]]
alligator?]]
** The "you will go back more than your token" line could've meant that Peter was turning into a monkey as a form of [[HollywoodEvolution Hollywood De-evolution]].
De-Evolution]].
** It's possible any cheater would turn into monkeys. It's monkeys; it's a [[GeniusBonus salute to Darwin.]] Darwin]]. The fact that Peter's token IS a monkey is just a happy coincidence.
* Just think, if If Alan hadn't gotten that roll at the end, then they would have never finished the game. Judy was could've been dead at that point, so once it's her turn it's turn, it would've been GAME OVER.
** There's a lot of debate on that. Jumanji is a game that ''wants'' to be played. Only when the game reaches its end will the [[NothingExcitingEverHappensHere exciting consequences]] return to normal... but normal. But if [[EverybodysDeadDave somebody]] were to die, would the game freeze? Or maybe you could continue without them, but upon the rewind they would not be there, but in the game forever? Or maybe you just need to end the game to bring them back with a reset? So far, nobody's wanted to find out...



*** There was a drama over rolling a 2 because they couldn't retrieve that die anyway, not necessarily because an exact roll was required. Although that brings up potentially WORSE horror. How many board games do you own that you haven't lost pieces of? [[TheSimpsons Aw, the hippo is missing!]] suddenly becomes a lot less funny.
* What would happen if all the main players died before they could complete the game? Would the game be still 'frozen' and the jungle animals prowl the city forever?
** My guess is that the game would reset its pieces, but not necesserily bring back the escaped animals, since the players are still dead so time cannot rewind. Alan's town would turn into the jungle. That is why it is so important to finish the game.
** Tieing into the motive, if the game is to help people learn lessons, the game wouldn't let it happen. Or if on the flip side the game is malevolent it wants to make kids fail and spread it's theme as a trophy to its victory. Or it could be a mix of both where if you play the game and learn a lesson you'll earn a happy ending, but if you don't you could be forever trapped, dead or in a whole lot of pain for the rest of your life.
*** Or maybe in a example of Fridge Horror, when everyone dies the game resets including the players memory so they play the game again this time with a different outcome, again and again until someone wins.
* If neither Judy nor Peter had rolled a 5 or 8 on the first turn, even if the game had skipped over Alan's turn because he was still in the jungle, it would be Sarah's turn... with no way for Judy or Peter to know whose turn it was. From their perspective, the game would be stuck.
** The game probably knew that Sarah would be inaccessible without Alan so it made sure to free him.
** It would have skipped Sarah again. It was still Sarah's turn by the time Judy and Peter find the game, but it skipped her because there was no possible way at the time for her to roll. If Alan did not come back, Jumanji most likely would have skipped Sarah again because there would still not be a way for her to roll. The reason it won't let Judy roll again after Alan is free is because Alan actually knows about Sarah and thus there is a way for her to roll.
*** The game didn't "skip" Sarah; she'd only rolled once. From the game's perspective, Judy and Peter are the third and fourth players taking their first turn.
* For the animated series, in the final episode [[spoiler: Alan learns and solves his clue, then leaves the game as an adult. There's no going back in time, like in the movie. That means Judy and Peter's parents are ''still dead'', since they were living with their aunt in the series as well.]]
* When Alan and Sarah go back in time to their young selves, they still have all their memories from those 26 years. Sarah remembers all the time she spent in therapy and Alan remembers those years in the jungle.

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*** There was a drama over rolling a 2 because they couldn't retrieve that die anyway, not necessarily because an exact roll was required. Although that brings up potentially WORSE horror. How many board games do you own that you haven't lost pieces of? [[TheSimpsons Aw, "Aw, the hippo is missing!]] missing!"]] suddenly becomes a lot less funny.
* What would happen if all the main players died before they could complete the game? Would the game be still 'frozen' "frozen" and the jungle animals prowl the city forever?
** My guess is that the game would reset its pieces, but not necesserily necessarily bring back the escaped animals, since the players are still dead so time cannot rewind. Alan's town would turn into the jungle. That is why it is so important to finish the game.
** Tieing Tying into the motive, if the game is to help people learn lessons, the game wouldn't let it happen. Or if on the flip side side, if the game is malevolent malevolent, it wants to make kids fail and spread it's its theme as a trophy to its victory. Or it could be a mix of both where if you play the game and learn a lesson you'll earn a happy ending, but if you don't you could be forever trapped, dead dead, or in a whole lot of pain for the rest of your life.
*** Or maybe in a example of Fridge Horror, when everyone dies dies, the game resets including resets, ''including the players memory players' memory'', so they play the game again this time with a different outcome, again and again until someone wins.
**** Which is actually what the defictionalized board game encourages: "If [the doomsday grid, the equivalent of too much havoc] fills up before a player reaches the gameboard center, all players lose! You must play the game again until someone wins!"
* If neither Judy nor Peter had rolled a 5 or 8 on the first turn, even if the game had skipped over Alan's turn because he was still in the jungle, it would then be Sarah's turn... with no way for Judy or Peter to know whose turn it was. From their perspective, the game would be stuck.
** The game probably knew that Sarah would be inaccessible without Alan Alan, so it made sure to free him.
** It would have skipped Sarah again. It was still Sarah's turn by the time Judy and Peter find the game, but it skipped her because there was no possible way at the time for her to roll. If Alan did not come back, Jumanji most likely would have skipped Sarah again because there would still not be a way for her to roll. The reason it won't let Judy roll again after Alan is free is because isthat Alan actually knows about Sarah and Sarah, thus there is a way for her to roll.
*** The But the game didn't "skip" Sarah; she'd only rolled once. From the game's perspective, Judy and Peter are the third and fourth players taking their first turn.
* For the animated series, Animated series: in the final episode [[spoiler: Alan [[spoiler:Alan learns and solves his clue, then leaves the game as an adult. There's no going back in time, rollback, like in the movie. That means Judy and Peter's parents are ''still dead'', since they were living with their aunt in the series as well.]]
* When Alan and Sarah go back in time to their young selves, they still have all their memories from those 26 years. Sarah remembers all the time she spent in therapy therapy, and Alan remembers those years in the jungle.



*** Forgetting what something feels like isn't quite the same as forgetting about something completely. Think about it, you grow up and you forget what it felt like to be a kid. That doesn't mean you forget what happened to you as a kid. This is the same, only inverted. Thus, how they knew about Judy and Peter, as well as their parent's fated accident.
** Does this mean that Judy and Peter retain their memories too? That would mean they were conceived and born as fully-formed minds, Franchise/{{Dune}} suggests that [[SanitySlippage this is a very bad thing]].

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*** Forgetting what something feels like isn't quite the same as forgetting about something completely. Think about it, it: you grow up up, and you forget what it felt like to be a kid. That doesn't mean you forget what happened to you as a kid. This is the same, only inverted. Thus, inverted, thus how they knew about Judy and Peter, as well as their parent's parents' fated accident.
** Does this mean that Judy and Peter retain their memories memories, too? That would mean they were conceived and born as fully-formed minds, and Franchise/{{Dune}} suggests that [[SanitySlippage this is a very bad thing]].



* The French children at the end. They presumably don't know English, so they wouldn't be able to read the game's clues. (Or the rules, for that matter.) They would have absolutely no way of knowing what was coming.

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* The French children at the end. They presumably don't know English, so they wouldn't be able to read the game's clues. (Or clues (or the rules, for that matter.) matter). They would have absolutely no way of knowing what was coming.



*** There's writing on the cover that [[SchmuckBait explains the basic rules of the game]] that is in English, but given the game's magic nature it could possibly revise the words to any language.
* All that happened to Sarah after the game. Can you imagine being a young girl who saw her best friend get graphically sucked into a board game then be chased by bats for who knows how long? And then when you try to explain what happened, having no one believe you? She says that she spent thousands of dollars on therapy, trying to convince herself that what she saw happen didn't really happen? And then after all those years of trying to force what happened out of her mind, to see Alan on her doorstep.

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*** There's writing on the cover that [[SchmuckBait explains the basic rules of the game]] that is in English, but given the game's magic nature nature, it could possibly revise the words to any language.
* All that happened to Sarah after the game. Can you imagine being a young girl who saw her best friend get graphically sucked into a board game and then be chased by bats for who knows how long? And then when you try Trying to explain to anyone what happened, having no one but none believe you? She says that she spent her? Spending thousands of dollars on therapy, trying to convince herself that what she saw happen didn't really happen? And then then, after all those years of trying to force what happened that madness out of her mind, to see Alan seeing said best friend again on her doorstep.doorstep?



* Alan needed someone to roll a five or an eight in order to free him from the board. Since it was only Sarah and himself playing originally, imagine what would have happened if Sarah had rolled again and she didn't get the number needed to free Alan. The game would've probably been stalemated and Alan would've been stuck in there forever. It was a damn lucky thing that Judy and Peter had started playing and managed to free Alan.
** FridgeBrilliance: If Jumanji works like most games players who are "out" are simply skipped and play continues. Even if Sarah never rolled doubles if she kept playing rather than running away Alan would have been released when the game ended.
** The horrible thing here is that she would have been playing all alone, with no advice. Could she have brought herself to face the next turn alone? What if Alan still didn't appear? She would have to face the turn after. And again. All alone. She would have died. And then Alan WOULD have been trapped forever. And the game would have won. Jumanji is a game for two to four players for a good reason...

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* Alan needed someone to roll a five 5 or an eight 8 in order to free him from the board. Since it was only Sarah and himself playing originally, imagine what would have happened if Sarah had rolled again and she didn't get the number needed to free Alan. The game would've probably been stalemated and Alan would've been stuck in there forever. It was a damn lucky thing that Judy and Peter had started playing and managed to free Alan.
** FridgeBrilliance: If Jumanji works like most games games, players who are "out" are simply skipped and play continues. Even if Sarah never rolled doubles doubles, if she kept playing rather than running away away, Alan would have been released when the game ended.
** The horrible thing here is that she would have been playing all alone, with no advice. Could she have brought herself to face the next turn alone? What if Alan still didn't appear? She would have to face the turn after.after that. And again. All alone. She would have died. And then Alan WOULD have been trapped forever. And the game would have won. Jumanji is a game for two to four ''to four'' players for a good reason...reason.



** Not quite. In the real-life game, there is a set of ten empty spaces on one side of the board. When the players (as a team) fail to dodge the hazard on the card (by all rolling either a designated symbol or a wild hourglass within eight seconds), that card is placed on one of those spaces. The tenth space reads, "A card placed here brings dreadful news. The game is done. All players lose!" Just to drive the point home, that space also has one of those yellow flesh-eating plants from the movie. (The real-life game's instruction sheet suggests adding a SelfImposedChallenge by placing up to six cards on those spaces at the beginning.)
* If a person was incapable of saying the rules/Jumanji (and I don't mean slashed vocal cords, which could be excused by speaking in a whisper, but something more severe like a missing jaw), would the game even let them play? If they lost their jaw during the game, does the game continue with that player's turn despite the game state becoming essentially frozen? Though a game like this not being more accommodating could be a blessing in disguise.

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** Not quite. In the real-life game, there is a set of ten empty spaces on one side of the board. When the players (as a team) fail to dodge the hazard danger on the card (by all rolling either a designated symbol or a wild hourglass within eight seconds), that card is placed on one of those spaces. The tenth space reads, reads: "A card placed here brings dreadful news. The game is done. All players lose!" Just to drive the point home, that space also has one of those yellow flesh-eating plants from the movie. (The real-life game's instruction sheet suggests adding a SelfImposedChallenge by placing up to six cards on those spaces at the beginning.)
* If a person was who wanted to play were incapable of saying the rules/Jumanji dangers/Jumanji (and I don't mean slashed vocal cords, which could be excused by speaking in a whisper, but something more severe like a missing jaw), would the game even let them play? If they lost their jaw during the game, does the game continue with that player's turn despite the game state becoming essentially becoming frozen? Though a game like this not being more accommodating selective could be a blessing in disguise.
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* If a person was incapable of saying the rules/Jumanji (and I don't meant slashed vocal cords, which could be excused by speaking in a whisper, but something more severe like a missing jaw), would the game even let them play? If they lost their jaw during the game, does the game continue with that player's turn despite the game state becoming essentially frozen? Though a game like this not being more accommodating could be a blessing in disguise.

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* If a person was incapable of saying the rules/Jumanji (and I don't meant mean slashed vocal cords, which could be excused by speaking in a whisper, but something more severe like a missing jaw), would the game even let them play? If they lost their jaw during the game, does the game continue with that player's turn despite the game state becoming essentially frozen? Though a game like this not being more accommodating could be a blessing in disguise.
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* If a person was incapable of saying the rules/Jumanji (and I don't meant slashed vocal cords, which could be excused by speaking in a whisper, but something more severe like a missing jaw), would the game even let them play? If they lost their jaw during the game, does the game continue with that player's turn despite the game state becoming essentially frozen? Though a game like this not being more accommodating could be a [[Blessing in Disguise]].

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* If a person was incapable of saying the rules/Jumanji (and I don't meant slashed vocal cords, which could be excused by speaking in a whisper, but something more severe like a missing jaw), would the game even let them play? If they lost their jaw during the game, does the game continue with that player's turn despite the game state becoming essentially frozen? Though a game like this not being more accommodating could be a [[Blessing blessing in Disguise]].disguise.
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* If a person was incapable of saying the rules/Jumanji (and I don't meant slashed vocal cords, which could be excused by speaking in a whisper, but something more severe like a missing jaw), would the game even let them play? If they lost their jaw during the game, does the game continue with that player's turn despite the game state becoming essentially frozen?

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* If a person was incapable of saying the rules/Jumanji (and I don't meant slashed vocal cords, which could be excused by speaking in a whisper, but something more severe like a missing jaw), would the game even let them play? If they lost their jaw during the game, does the game continue with that player's turn despite the game state becoming essentially frozen?frozen? Though a game like this not being more accommodating could be a [[Blessing in Disguise]].
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Speculation


** Not quite. In the real-life game, there is a set of ten empty spaces on one side of the board. When the players (as a team) fail to dodge the hazard on the card (by all rolling either a designated symbol or a wild hourglass within eight seconds), that card is placed on one of those spaces. The tenth space reads, "A card placed here brings dreadful news. The game is done. All players lose!" Just to drive the point home, that space also has one of those yellow flesh-eating plants from the movie. (The real-life game's instruction sheet suggests adding a SelfImposedChallenge by placing up to six cards on those spaces at the beginning.)

to:

** Not quite. In the real-life game, there is a set of ten empty spaces on one side of the board. When the players (as a team) fail to dodge the hazard on the card (by all rolling either a designated symbol or a wild hourglass within eight seconds), that card is placed on one of those spaces. The tenth space reads, "A card placed here brings dreadful news. The game is done. All players lose!" Just to drive the point home, that space also has one of those yellow flesh-eating plants from the movie. (The real-life game's instruction sheet suggests adding a SelfImposedChallenge by placing up to six cards on those spaces at the beginning.))
*If a person was incapable of saying the rules/Jumanji (and I don't meant slashed vocal cords, which could be excused by speaking in a whisper, but something more severe like a missing jaw), would the game even let them play? If they lost their jaw during the game, does the game continue with that player's turn despite the game state becoming essentially frozen?
Is there an issue? Send a MessageReason:
None


** Does this mean that Judy and Peter retain their memories too? That would mean they were conceived and born as fully-formed minds, {{Dune}} suggests that [[SanitySlippage this is a very bad thing]].

to:

** Does this mean that Judy and Peter retain their memories too? That would mean they were conceived and born as fully-formed minds, {{Dune}} Franchise/{{Dune}} suggests that [[SanitySlippage this is a very bad thing]].
Is there an issue? Send a MessageReason:
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** This raises up a question of motive. Is the game out to help people, hurt people or earn you own ending? Would the constructs be more successful if the players weren't learning lessons from the experience? The game seems to lure people in, but is it out to make them better people, punish them for their actions or test them to see if they fit to live or not.


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** Tieing into the motive, if the game is to help people learn lessons, the game wouldn't let it happen. Or if on the flip side the game is malevolent it wants to make kids fail and spread it's theme as a trophy to its victory. Or it could be a mix of both where if you play the game and learn a lesson you'll earn a happy ending, but if you don't you could be forever trapped, dead or in a whole lot of pain for the rest of your life.
Is there an issue? Send a MessageReason:
None

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** The horrible thing here is that she would have been playing all alone, with no advice. Could she have brought herself to face the next turn alone? What if Alan still didn't appear? She would have to face the turn after. And again. All alone. She would have died. And then Alan WOULD have been trapped forever. And the game would have won. Jumanji is a game for two to four players for a good reason...

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Changed: 80

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* Right at the start, the boys say "It's just a pack of wolves." Which, you'd think, should still be terrifying when you're two boys alone in the woods. But they've just played Jumanji. A pack of wolves? That's ''nothing'' compared to what they've just endured...



** I feel it calls out to certain people who need to learn lessons - Nora obviously wasn't happy about losing her brother, but she had accepted there was nothing she could do, and that she had to move on. But the others had issues they refused to acknowledge.



** It's possible all cheaters turn into monkeys. It's a [[GeniusBonus salute to Darwin.]]

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** It's possible all cheaters any cheater would turn into monkeys. It's a [[GeniusBonus salute to Darwin.]]]] The fact that Peter's token IS a monkey is just a happy coincidence.
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**It's possible all cheaters turn into monkeys. It's a [[GeniusBonus salute to Darwin.]]
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** The game didn't "skip" Sarah; she'd only rolled once. From the game's perspective, Judy and Peter are the third and fourth players taking their first turn.

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** *** The game didn't "skip" Sarah; she'd only rolled once. From the game's perspective, Judy and Peter are the third and fourth players taking their first turn.
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** The game didn't "skip" Sarah; she'd only rolled once. From the game's perspective, Judy and Peter are the third and fourth players taking their first turn.
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*** Or maybe in a example of Fridge Horror, when everyone dies the game resets including the players memory so they play the game again this time with a different outcome, again and again until someone wins.
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*** Or maybe the bats just bred and by 1995 very few remained.
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* There's a card in the real life board game that becomes the most horrifying prospect of all if it too is a random roll in-universe. ''To draw this card is dreadful news. The game is done.'' '' '''[[TotalPartyKill All players lose.]]''' ''

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* There's a card in the real life board game that becomes the most horrifying prospect of all if it too is a random roll in-universe. ''To draw this card is dreadful news. The game is done.'' '' '''[[TotalPartyKill All players lose.]]''' ''''
** Not quite. In the real-life game, there is a set of ten empty spaces on one side of the board. When the players (as a team) fail to dodge the hazard on the card (by all rolling either a designated symbol or a wild hourglass within eight seconds), that card is placed on one of those spaces. The tenth space reads, "A card placed here brings dreadful news. The game is done. All players lose!" Just to drive the point home, that space also has one of those yellow flesh-eating plants from the movie. (The real-life game's instruction sheet suggests adding a SelfImposedChallenge by placing up to six cards on those spaces at the beginning.)
Is there an issue? Send a MessageReason:
None


* There's a card in the real life board game that becomes the most horrifying prospect of all if it too is a random roll in-universe. ''To draw this card is dreadful news. The game is done.'' '' '''[[RocksFallEveryoneDies All players lose.]]''' ''

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* There's a card in the real life board game that becomes the most horrifying prospect of all if it too is a random roll in-universe. ''To draw this card is dreadful news. The game is done.'' '' '''[[RocksFallEveryoneDies '''[[TotalPartyKill All players lose.]]''' ''
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* There's a card in the real life board game that becomes the most horrifying prospect of all if it too is a random roll in-universe. ''To draw this card is dreadful news. The game is done.'' '' '''[[TotalPartyKill All players lose.]]''' ''

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* There's a card in the real life board game that becomes the most horrifying prospect of all if it too is a random roll in-universe. ''To draw this card is dreadful news. The game is done.'' '' '''[[TotalPartyKill '''[[RocksFallEveryoneDies All players lose.]]''' ''
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* There's a card in the real life board game that becomes the most horrifying prospect of all if it too is a random roll in-universe. ''To draw this card is dreadful news. The game is done.'' '' '''All players lose.''' ''

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* There's a card in the real life board game that becomes the most horrifying prospect of all if it too is a random roll in-universe. ''To draw this card is dreadful news. The game is done.'' '' '''All '''[[TotalPartyKill All players lose.''' ]]''' ''

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