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PROJECT ANNUSTARIA
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Appendix F: Player Turn and Turn Phases Cheat Sheet.​
Each turn has 6 phases: a turning phase, an action phase, the first special rules phase, a bonus action phase, the second special rules phase, and a movement phase. There are also reactions that parties could use.
  • For your first turning phase, you may change the direction of one or more of your pieces on the pathway, but you do not have to. Follow the rules associated with this.
  • For your action phase, select one of the following to do:
    • Weapon Attack.
    • Punch.
    • Throwing stones.
    • Cast a spell (if your party can, that turn). Your party may not meditate and cast any spell on the same turn.
    • Sacrifice 2 spell cards: you discard 2 spell cards without casting the spell on them. When you do this, you may remove a piece from your yard and place it in your starting space.
    • Ready: add 3 points to your bonus die.
    • Sneak: your party does your movement phase without being able to be tackled by the tackle action or stopped by the “fauna” spell. Your pieces could also pass by a space affected by the “bonfire” spell without taking damage, but would still take damage by landing on it.
    • Dodge: until the beginning of your next turn, your party gains a +4 bonus when defending against a non-magical attack. Also, when a spell is played by opponents that are directly against you, treat the spell as if the opponent’s spell-casting modifier for that spell was 1 point lower. Your pieces cannot benefit from shields and the dodging action at the same time and must choose one of them to take effect.
    • Fortify structure: for this turn, gain a point towards building a structure for every piece in your yard, as well as any piece that is next to the building space. Pieces that are in a prison of war do not add to this point total.
    • Surrender.
    • Struggle: a piece that takes this action no longer has the restrained status condition.
    • Reviving a friendly piece.
    • Meditating: You gain a spell card after performing this action. Your party may not meditate and cast any spell on the same turn.
    • Taunt.
    • Fish.
    • Shove.
    • Hacking.
    • Consume an item that takes an action to do so.
    • Should Read. This action may not be used more than once a turn, even if a rule allows a player to take multiple actions within a turn.
    • Some class pivotal moments.
  • Next is the special rules phase. This phase includes rules such as being at risk of being frightened or stunned, or of trying to escape a prison of war. This phase occurs only when the player must fulfill at least one special rule. If there are multiple, do them all. If the rules mandate no order, do them in whichever order you want.
  • Next is your bonus action phase, if you can take one. These could include:
    • Rolling your bonus die: You may do this when you have progressed to your race’s value for it. Roll it and follow the rules that would be applied to a movement roll.
    • If your party is proficient with a spell and has a card of that spell in your hand, one of your pieces may cast it.
    • Some pivotal moments can be used during this phase.
    • Some structures allow your party to use them as a bonus action, with your party only being able to use this one per turn.
    • Finding rocks to throw.
    • Destroying your structure.
    • Doing a bonus attack with a dual-wielded weapon.
    • Consuming an item that takes a bonus action to do so. Your pieces cannot consume a fish in the same turn they fished it.
    • Some class pivotal moments.
  • Second special rules phase: performed if needed. The rules are the same for the first special rules phase, except for special rules that are only done once per turn, such as a piece trying to escape a prison of war.
  • Tank Movement Phase: Your tank is moved from one tank space in your yard to another, or it stays where it is.
  • For your movement phase, roll a d6 and move that many spaces. The rules for this are very similar to those of regular Ludo.
  • You also have a reaction you could take outside of your turn. You could only do this once between turns. Options for responses include:
    • Casting a reaction-type spell (if your party can).
    • Tackle: This topic is discussed elsewhere in this book.
    • Opportunity attack.
    • Using a shield (if able to).
    • Some class pivotal moments.

This section, “Ludicrous Ludo: Appendix E,” is adapted from pages 91-96 of the “System Reference Document 5.1” by Wizards of the Coast LLC, which is under a CC BY 4.0 license. “Ludicrous Ludo: Appendix E” is under a CC BY-SA 4.0 license.
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