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PROJECT ANNUSTARIA
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Chapter 26: Ending the Game.​
All good things must come to an end, which also includes Ludicrous Ludo, regardless of whether it is actually a good thing. However, with the game ending comes the feeling of victory for one or more players. This chapter will go over the end and winning conditions, as well as some associated rules.
26.1 Winning and End Conditions:

In regular Ludo, the first player to move all their pieces into their home triangle wins. Since more than two friendly pieces cannot share spaces anymore, there is a new win condition in Ludicrous Ludo. A player must achieve both of the following:
  • All four of your pieces are within your home area.
  • One of those pieces is on the triangle space of your home area. 

If playing with more than two players, not including in a 2 vs. 2 match, there is a process to determine the placement of each player within the match. When a player achieves the end condition, they enter expedition mode, which will be explained in the next section. Once every player except for one meets the end condition of the game, the match is over.
The player who was unable to place all of their pieces in their home area comes in last place. All other players place based on when they achieved the end condition. The first player to do so obtains first place, with the second person doing so placing second and so on.

    
The winning condition is the same as the end condition for the game. If you are playing a 2 vs. 2 match, the winning and ending conditions are different, as described in the 2 vs. 2 rules. The end condition could also be different from the optional ceasefire rules.

    
​
There are also other end conditions, and thus win conditions, that are set by other rules within the game. These alternate win conditions include succession, the effects of “Annustaria Breaker True Alternate Form,” and the optional ceasefire rules.

26.2 Expedition Rules:    

In a free-for-all match with more than two players, players will have all four of their pieces enter their home areas at different times. This gameplay mechanic may result in players waiting for other players to finish the game after they have completed it. The expedition rules hope to decrease this issue by giving something to do for people who have finished the game earlier than others.

    
When a player gets all four of their party members in their home area, even if there are still 2 or more players who have not done so yet, the finishing person starts their expedition until the game ends. They set the piece used to mark simulacrums summoned by the “Summoning Simulacrums” spell on their own start space. If the piece is already on the board, the spell ends early. This piece functions like a regular party member, with some exceptions. The main exceptions relate to your new turn order and the actions it can take. 


When this piece is eliminated, it is returned to the owning player’s yard like normal, but is always immediately eliminated when it hits 0 HP or below. Also, this piece is unable to cast spells and thus its owning player must discard all spell cards in their hand without activating their effects. You are unable to draw spell cards for the rest of the game after this point.
    
In expedition mode, your turn consists of five phases instead of the usual eight, which does not include a tank phase, so your party is unable to use tanks while in this mode. Your party is also unable to use bonus actions during this state. The remaining turn phases include the following:
  • Turning.
  • Action.
  • Special Rules (functions like “First Special Rules Phase”).
  • Movement.
  • Reaction.

These phases are like usual, except for the action phase and reactions. Each of these has a different list of what pieces in expedition mode can do. The single special rules phase functions like the normal “first special rules phase.” Here is the list of actions that pieces in expedition mode can perform:
  • Dodge.
  • Rizzing Up the Catgirl/Catboy.
  • Slap.
  • Sneak.

Dodge:
    
Until the beginning of your next turn, your pieces gain a +4 bonus when defending against a non-magical attack. Additionally, when a spell is played by an opponent directly against one of your pieces, treat the spell as if the opponent’s spell-casting modifier for that spell were 1 point lower. When this action is performed, move the action marker on the Track-Keeping Board to the “Dodge” space. Your pieces do not benefit from shields and the dodging action at the same time and you must choose one of them to take effect.


Rizzing Up the Catgirl/Catboy:
    
Add 3 to your party’s relationship value. A party may only use this bonus action if they have a catgirl girlfriend or a catboy boyfriend. Your party’s relationship value may not go above 12.


Slap:
    
Slapping does not count as a weapon attack, but does count as an attack like punching. When performing the slap action, roll a d6. If you roll a 1, the move misses and does no damage. If the roll is any other number, the move hits. When this move hits, it does 1 normal damage. Your attack modifier is not added to this total, nor is it combined with any other modifiers. If you roll a 6, it is a critical hit, doing 2 normal damage instead of just one. 


If the slap lands, roll a d20. If it lands on a 20 for a regular hit, or a 19 or 20 for a critical hit, the piece receiving the slap gains the “cursed” status condition for 1 turn.

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. When this action is performed, move the action marker on the Track-Keeping Board to the “Sneak” space. Only pieces that are on the pathway may use this action.


​The general rules regarding reactions are the same as those for pieces that are not in expedition mode. There is only one reaction that pieces in expedition mode may use. This reaction is as follows:
  • Opportunity Attack.

Opportunity Attack:
    
If a piece that was facing an opposing piece turns around to face away from it, the opposing player may use a reaction to perform an Opportunity Attack. In an Opportunity Attack, a piece may make a slap towards the piece that turned away from them within range of that turned away from them within a range of 1 space. All of the same rules apply to slaps when done as an action. 


​Opportunity attacks cannot result in retaliations. Only pieces that are on the pathway may use this reaction. Pieces in expedition mode may only use slaps when performing opportunity attacks. Follow all of the rules regarding slaps.

This section, “Ludicrous Ludo: Section 26.2”, is adapted from pages 93 and 95 of the “System Reference Document 5.1” by Wizards of the Coast LLC, which is under a CC BY 4.0 license. “Ludicrous Ludo: Section 26.2” is under a CC BY-SA 4.0 license.

26.3 Main Game Win-Loss Ratio:    

On the official Ludicrous Ludo party sheet, there is a section dedicated to recording the specific party’s ratio of main game wins to losses. When you win with the party, increase the number before the dash (/) by 1, which only applies to first-place placements, or wins in a 2 vs. 2 match. If you lose with the party, increase the number after the dash (/) by 1. This mechanic helps to give a player a good idea of the effectiveness of their creations.

26.4 Rules for Putting Away the Game:    

There is some downside to coming in last place. Whoever comes in last place must put away the game boards and anything else that other players feel comfortable with the losing person touching. In a 2 vs. 2 match, the losing team must clean up the game.

    
If a player does not feel comfortable with having their things touched, such as minis or dice, they may put them away themselves. It is best to be honest with this.
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