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PROJECT ANNUSTARIA
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Chapter 5: Your Turn and Actions.​
This chapter talks about each player’s turn and what can be done on their turn. In short, there are a lot of things that a player could do on their turn. However, these options are divided into multiple phases to facilitate tracking of the options and the various actions performed. This chapter also talks about the actions, bonus actions, and reactions that can be taken, as well as some of the rules relating to them. There are a lot of things brought up here that appear later in the book, so remember, patience is a virtue!
5.1 Turn Phases:    

Each turn in Ludicrous Ludo is broken up into six phases that every player gets unless another rule says otherwise. Each phase can be viewed as a distinct part or chapter of the turn, with its own set of rules and limitations on what a player can or cannot do. These are listed in order, starting with the turning phases and ending with the movement one. After the last one, your opponent starts with their first phase, with the exception that will be talked about later. The reaction phase acts differently, being able to be done at any time as specified by the reaction’s rules, even outside of your turn.

Some of them are compulsory to do, while some are optional and can be skipped without doing anything if the player wishes. Regardless of whether something is done in that phase or not, once one ends, the next one begins. The phases, however, may not be done in a different order than listed; only skipping past some of the optional ones. The list of phases, in order, is:
  • Turning.
  • Action.
  • First Special Rules.
  • Bonus Action.
  • Second Special Rules.
  • Tank Movement.
  • Movement.
  • Reaction.
 
​
For the action and bonus action phases, as well as for reactions, a player or creature may only use one each phase for the entire party, unless otherwise specified by the rules. For example, once a single action is used, the player would instantly go to their first special rules phase. This limitation applies regardless of how many of your pieces are on the pathway or are not unconscious, even if not all of them were part of an action, bonus action, or reaction.

    
Finally, it is important to note that players might need to do certain things at the beginning of their turn before starting their turning phase. For example, a player might sometimes need to move their marker for the “Player Actions” section of the Track-Keeping Board from “Dodge” or “Sneak” to “None.”


This section, “Ludicrous Ludo: Section 5.1”, is adapted from pages 90-91 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 5.1” is under a CC BY-SA 4.0 license.

5.2 Turning Phase:    

Each piece may only face one direction at a time, which affects where and to whom it can take action. Each piece can turn around once during its turning phase, in which it will now face in the opposite direction towards the spaces on the other side. In your turning phase, you may choose as many or as few of your pieces to turn around. You may even choose none of your pieces to do so. Regardless of which way it is facing, it still moves forward on the path from movement rolls.

    
If a piece that was facing an opposing piece turns around to face away from it, the opposing player may use a reaction to do something that Ludicrous Ludo refers to as an Opportunity Attack. In an Opportunity Attack, a piece may make a weapon attack or punch towards the piece that turned away from them within a range of 1 space. All of the same rules apply to those weapon attacks or punches. Opportunity attacks cannot result in retaliations.

    
If you wish for a piece to become prone, you may do so during your turning phase without using any action, reaction, or bonus action. Voluntarily becoming prone may be done with as many or as few of your pieces as you wish, including none of them.

5.3 Action Phase:    

In this phase, your party gets to perform one action that you can do on that turn. This phase is where a lot of the game’s uniqueness comes in compared to regular Ludo. Here is where your party members get to do things like firing arrows, casting spells, and fortifying structures, among other things. Although you do not have to take an action in this phase, there is no downside to taking some of them. You may choose to do one of the following actions below, assuming that you have any required resources, ability, or permission by the action’s rules to do so:
  • Cast a spell (if you can, that turn). You may not use the meditate action and cast any spell on the same turn. You may only cast a spell a maximum of once per turn.
  • Consuming an Item.
  • Dodge.
  • Drinking Alcohol.
  • Fishing.
  • Fortify structure.
  • Gamble.
  • Grapple.
  • Hacking.
  • Meditating. You may not use the meditate action and cast any spell on the same turn.
  • Punch.
  • Ready. You may not use your bonus die on the same turn that you use the ready action.
  • Reviving a friendly piece.
  • Running Punch.
  • Sacrifice 2 spell cards.
  • Shoving.
  • Soul Read.
  • Some Class Pivotal Moments.
  • Spell Card Mulligan.
  • Sneak.
  • Surrender.
  • Taunt.
  • Throwing stones.
  • Using a Perk.
  • Using a Structure as an Action, up to once per turn.
  • Weapon Attack.

Casting a Spell:

If you have a spell card from a school of magic that your party can cast, you may put it into the discard pile and have one of your pieces on the pathway cast it to use its effects. You may also play a meta magic card with it in the same action, discarding it too. Once your party casts a spell, as well as possibly a meta magic card, the player or players must follow all of the rules of that spell and meta magic. Only pieces that are on the pathway may use this action. You may only cast a spell a maximum of once per turn.


Consuming an Item:
    
Within the game, the party could use several things to gain an effect, such as healing HP or gaining speed. These things, however, are consumed when used, making them more scarce than some of the other things in Ludicrous Ludo. Such things include fish gained by fishing, star energy from an Annustaria Breaker possibility, and potions from the Alchemist’s pivotal moment. Your pieces cannot consume a fish in the same turn that your pieces fished it.

    
As soon as one of your pieces consumes the item, the piece or party that did so instantly gains the effects of the item as outlined in the rules. Some effects resolve immediately, such as healing, while some last longer. The effect lasts until stated under its duration.


Dodge:
    
Until the beginning of your next turn, your pieces gain a +4 bonus when defending against a non-magical attack. Also, when a spell is played by opponents that is 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 a party performs this action, 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 in this situation, you must choose one of them to take effect.


Drinking Alcohol:
    
The party gains the drunk status condition for 2 turns.


Fishing:
    
When on a fishing space, you may choose to use an action to fish. When you do so, roll a contest roll against the number on the space, with you being the offender. Add your luck modifier to the roll. If the roll succeeds, refer to the fishing table to see what your party gains. Otherwise, nothing happens, and your action phase is over.


Fortify structure:
    
For this turn, gain a work 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.


Gamble:
    
When a piece uses the party’s action to gamble, roll a d6. Resort to the following table. Only pieces that are on the pathway may use this action.

Picture
Grapple:
    
If one of your pieces is within a range of 1 space of an opponent’s piece, as well as facing that piece, that piece can perform the grapple action against it. The creature your piece is grappling must also be no more than 1 size larger than your piece. Only pieces that are on the pathway may use this action.


Hacking:
    
Pieces can hack structures that belong to opposing parties. To do this, you must take an action, and one of your pieces must be within a range of 3 spaces of the structure you wish to hack. A player is unable to hack a structure during electronic interruptions.


Meditating:

You gain a spell card after performing this action. Your party may not meditate and cast any spell on the same turn. You may only have up to your maximum hand size, which is 4 + your intelligence modifier. If you are at your maximum hand size, you only draw if you choose to shed spells. When you shed spells, you choose 2 cards already in your hand, which can be spells, meta-magic, or one of each. Put the cards you chose to shed in the discard pile. Afterward, draw the one you were supposed to.


Punch:
    
Punching does not count as a weapon attack, and every party is capable of doing it. It has a range of 1. Your pieces cannot make a punch toward your other pieces; friendly fire is not tolerated! Only pieces that are on the pathway may use this action.


Ready:
    
When you take this action, add 3 points to your bonus die. The points on it may not go above its maximum. Also, you cannot use your bonus die on the same turn that you use the ready action. The book or online version will provide a more detailed explanation of the bonus die in chapter 16.


Reviving a friendly piece:

A friendly piece may try to revive an unconscious piece. To do so, you must take an action on your turn, facing it, and the reviving piece being within a range of 3 spaces of the unconscious piece. When you do this, make a contest roll against a predetermined number, which is 5 + the amount of damage the piece took below 0 HP, going to 0 HP. For example, if a piece is at 3 hp and it takes 5 damage, the predetermined value will be 5 + 2, or 7. You add your neuroticism modifier to the roll, and you are considered the offender for this roll. If the roll is successful, then the friendly unconscious piece is no longer unconscious, nor is it eliminated. If the roll is unsuccessful, the piece remains unconscious.


Critical successes and failures are possible when rolling to revive a friendly piece. If you get a critical success, and if your party’s HP is below its maximum, you may roll a d6 and heal that much, up to the maximum. If it is already at its maximum, no healing happens. If you get a critical failure, the unconscious piece being revived is immediately eliminated. Only pieces that are on the pathway may use this action.


Running Punch:
    
Pieces can perform a running punch, an action that modifies their upcoming movement roll during the movement phase. The game sees this as a punch powered up by running towards your opponent. When this action is performed, move the action marker on the Track-Keeping Board to the “running Punch” space. Only pieces on the pathway may use this action.


Sacrificing 2 Spell Cards:
    
You discard 2 spell cards without using the cards to cast a spell. You may do with a spell card in a school of magic you are not able to cast, or with ones you can cast. When you do this, you may take a piece out of your yard and put it in your starting space. By using this action, you lose your movement phase for this turn.


Shove:
    
If one of your pieces is within a range of 1 space of an opponent’s piece, as well as facing that piece, one of your pieces can perform the shove action against it. The creature your piece is shoving must also be no more than 1 size larger than your piece. Only pieces that are on the pathway may use this action.


Sneak:
    
Your party does your movement phase without being able to be tackled by the “tackle” reaction 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. 


Some Class Pivotal Moments:
    
Some classes require the party to use an action on their turn in order to use their pivotal moment. Read each class’s pivotal moment found under their stats to know if that class falls under this category.


Soul Read:
    
“Soul Read” is an action that allows you to gain more information about your opponents by being able to take a look at their party sheet. When a party performs this action, pick another player within the match. It may be a teammate, if playing 2 vs. 2, or an opponent. That player must let you look at their party sheet, physically handing it to you. Suppose they use dice to track HP and relationship values. In that case, they can place them on the side next to the paper, with the dice oriented horizontally or vertically relative to their usual position on the party sheet.

    
Once the party sheet is handed to the player who used this action, the player who has handed their party sheet starts to roll a d10. They do this continually until they roll a 10 (which is shown as a 0 on many d10s), in which case the player who used this action must hand back the party sheet to its owning player. The Soul Read action is over.


A player on the rolling side may choose to also set a d6 with the 1 side facing up. After each roll, they advance the number by 1. When the 6 is up, roll one more time, and the action ends regardless of what number is rolled on the die. The rules expressed in this paragraph are optional.


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. If a player dents, damages, or otherwise alters another player’s party sheet, the damaging or altering player incurs a victim foul, or penalty roll if not playing with fouls. The victim of the foul is the player whose party sheet was damaged or altered.


Spell Card Mulligan:
    
When a player uses this action, discard all of the spell cards in your hand, including meta magic cards, and then draw half of the number of cards that were in your hand before performing this action. If there is an odd number, round it down. For example, if you had 5 magic cards in your hand before performing this action, draw 2 from the draw pile.


Struggle:
    
A piece can only take this action if it has the constrained status condition. A piece that takes this action is no longer has the restrained status condition. Only pieces that are on the pathway may use this action.


Surrender:
    
Surrender is a special action that could have many upsides and downsides. When your party takes this action, choose an enemy piece that is within a range of 3 spaces forward or behind your selected friendly piece. The player who controls that enemy piece must choose either to accept or to decline the surrender. If that player declines, then the action phase is done with nothing else happening. If it is accepted, the surrendering piece gets placed in the opponent’s prison of war space (which is within their yard). The player’s party that performed the surrender action has their health restored to its maximum level. Only pieces that are on the pathway may use this action.


Taunt:
    
As an action on your turn, one of your pieces may choose to taunt an opponent into potentially gaining the taunted condition. Only pieces that are on the pathway may use this action. An opponent piece must be within a range of 3 spaces of one of your pieces. When this is done, both players must roll a contest roll. The player whose party is performing the action is the offender and adds their intelligence modifier. The other player is the defender, who adds their neuroticism modifier. If the offender wins, the piece being taunted gains the taunted condition. If the defender piece wins, nothing happens. Look at the status conditions chart for more information on the taunted status condition. Only pieces on the pathway may perform this action.

    
If the piece taunting and the piece being taunted do not share a common language, the offender takes a -4 penalty + adaptability modifier to the roll. For example, if your adaptability modifier is +1, the total penalty would be -3. This penalty does not take place when the two pieces share a common language.

    
Critical successes and failures are possible for both sides. If the offender gets a critical success, they get to choose whether the attack made by the opponent from the taunted status condition is made with advantage, disadvantage, or made regularly. If the defender gets one, the piece being taunted may use a reaction to use the taunt action against the piece that was attempting to do so. If the offender gets a critical failure, the piece being taunted may use a reaction to use the taunt action against the piece that was attempting to do so. If the defender gets a critical failure, the offender gets to choose if the attack made by the opponent from the taunted status condition is made with advantage, disadvantage, or made regularly.

The taunting methods table allows players to see what their pieces have done to the other player's pieces. When using the taunt action, you may choose to roll a d20 again to determine this. The results of the Taunting Table are a purely imaginative and cosmetic feature and do not affect gameplay. Please do not do these actions in real life during a match.
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Throwing Stones:

Another damaging action that any party could take is throwing stones at the opponent. Rocks are found all over the map and thus could be found from any space. Throwing stones at the opponent is treated as a weapon attack; therefore, one or more players will need to make an attack roll. Your pieces cannot throw stones at your party members; friendly fire is not tolerated! Only pieces that are on the pathway may use this action.

Using a Perk:
    
Some perks require the party to use an action on their turn in order for its effect to take place. You may choose whether or not to use an action, unless said otherwise. If you choose not to, the effect does not take place.


Using a Structure as an Action:
    
Some structures allow your party to use them as an action, but can only be used once per turn. Refer to the rules and stats of that structure to determine what to do and whether a player or party can use a structure in this way. This book or online version will discuss structures more in Chapter 21.


Weapon Attack:
    
​
On your turn, one of your pieces may use one of your party’s weapons to attack an entity. The attacking piece must be in range and have at least one piece of the necessary ammunition if required. Performing this action will result in a contest roll between you and the player whose piece is being attacked. Your piece cannot make a weapon attack toward your party members; friendly fire is not tolerated! Only pieces that are on the pathway may use this action.


This section, “Ludicrous Ludo: Section 5.3”, is adapted from pages 94-96 of the “System Reference Document 5.1” by Wizards of the Coast LLC, which is under a CC BY 4.0 license. “Ludicrous Ludo: Section 5.3” is under a CC BY-SA 4.0 license.

5.4 First Special Rules Phase:    

This phase is characterized by adhering to specific rules that may apply in certain situations. As a result, this phase occurs only when the rules necessitate it. For example, after one of your party members sees a fellow member get eliminated, they are at risk of becoming frightened. In this case, during the special rules phase, any pieces affected would need to take the appropriate saving throw. If any of them fail the saving throw, they must also resolve the rules for becoming afraid during this phase.

    
Multiple examples like this can come up within the game. Most cases of rules and situations that can cause things to occur during the special rules phase will come up in later chapters of this book. Here is a complete list of things that fall under this:
  • Being at risk of becoming frightened.
  • Being at risk of becoming stunned.
  • Star space rules.
  • A piece trapped in a prison of war, desperately trying to escape.
  • Being affected by some status effects. These status conditions include:
    • Blessed.
    • Cursed.
    • Stressed.

5.5 Bonus Action Phase:    

Bonus actions are actions that require less time and effort. Because of that, they can be used in a minor phase known as the bonus action phase. Like with regular actions, you often must have the prerequisite or resources needed to perform some bonus actions. Because of their more restrictive nature, you may not be able to use one on your turn. In this case, the phase would end early and go straight to either your second special rules or tank movement phase. These are the bonus actions that a party or player can perform: 
  • Casting a spell that your party is proficient with (if they are proficient with any). You may not take this bonus action if your party used the meditate action this turn. Your party may only cast a maximum of one spell a turn.
  • Consuming an Item.
  • Destroying Your Structure.
  • Doing a Bonus Attack with a Duel-Wielded Weapon.
  • Finding Rocks to Throw.
  • Rizzing Up the Catgirl/Catboy.
  • Rolling Your Bonus Die.
  • Some Class Pivotal Moments.
  • Using a Perk.
  • Using a Structure as a Bonus Action

Casting a spell that your party is proficient with (if your party are with any):
    
Your party may cast a spell that they are proficient in as a bonus action. However, there are some restrictions with this. Your party may not take this bonus action if your party used the meditate action this turn. You may discard a spell card from a school of magic that your party is proficient in, having the effects of the spell happen. You may not play meta magic cards when casting in this way. Once your party casts a spell, one or more players must follow all of the rules of that spell and meta magic. Only pieces that are on the pathway may use this bonus action.


Consuming an Item:
    
Within the game, a party can use several things to gain an effect, such as healing HP or gaining speed. These things, however, are consumed when used, making them more scarce than some of the other things in Ludicrous Ludo. Such things include fish gained by fishing, star energy from an Annustaria Breaker, and potions from the Alchemist’s pivotal moment. Your party may only consume an item as a bonus action if the item allows it. Your pieces cannot consume a fish in the same turn that your pieces fished it.

    
As soon as one of your pieces consumes the item, the piece or party that did so instantly gains the effects of the item as outlined in the rules. Some effects resolve immediately, such as healing, while some last longer. The effect lasts until stated under its duration.


Destroying Your Structure:
    
You may only have one structure active at a time. However, your party may choose to destroy a currently active one to build a new one. To do this, take an action or bonus action on your turn. You must also have at least one piece either in your yard or adjacent to your structure that you wish to destroy. For this situation, a catgirl girlfriend or catboy boyfriend counts as a piece that is within your yard. When a party uses this action, its structure is immediately destroyed.


Doing a Bonus Attack with a Duel-Wielded Weapon:
    
When using an action on your turn to attack with a duel-wielded weapon that does not have the slow property, the attacking piece may make another attack with the other weapon using a bonus action. This bonus attack still consumes ammunition like regular attacks do. You may not add your dexterity modifier to the bonus attack’s contest roll if it is a positive integer, nor may you add your proficiency bonus. You also may not add your attack modifier to the bonus attack’s damage roll if it is a positive integer, nor can you add your proficiency bonus. Only pieces that are on the pathway may use this bonus action.


Finding Rocks to Throw:
    
An option for throwing is to take your bonus action to get the rock and your action to throw it. In this method, you take your bonus action shortly before taking your action to throw the stone. You take the special actions phase of your turn after both of these occur. Only pieces that are on the pathway may use this bonus action.


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


Rolling Your Bonus Die:
    
You may do this only when you have progressed to your race’s maximum special value on it. Roll your race’s bonus die and follow the rules that would be applied to a movement roll. However, if you roll a 6 or the maximum number on your bonus die, you do not get to roll again. Only pieces that are on the pathway may use this bonus action.


Some Class Pivotal Moments:
    
Some classes require a party to use their bonus action on their turn to use their pivotal moment. Read each class’s pivotal moment found under their stats to know if that class falls under this category.


Using a Perk:
    
Some perks require the party to use a bonus action on their turn in order for its effect to take place. You may choose whether or not to use a bonus action, unless said otherwise. If you choose not to, the effect does not take place.


Using a Structure as a Bonus Action:
    
​
Some structures allow your party to use them as a bonus action, but they can only be used once per turn. Refer to the rules and stats of that structure to determine what to do and whether a player or party can use a structure in this way. This book or online version will discuss structures more in Chapter 21.


This section, “Ludicrous Ludo: Section 5.5”, is adapted from page 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 5.5” is under a CC BY-SA 4.0 license.

5.6 Second Special Rules Phase:    

The second special rules phase is done only when needed, like the first one. It mainly occurs due to special rules triggered by bonus actions that a player or party just took. The rules are the same for the first one, except for special rules that are only done once per turn, such as a piece trying to escape a prison of war, which is done in the first one and not the second one. These are the ones that could occur for this phase:
  • Being at risk of becoming frightened.
  • Being at risk of becoming stunned.
  • Star space rules.

5.7 Tank Movement Phase:    

There are three unique spaces that tanks can occupy. These are the Shield Space, the Attack Space, and the Anti-tank Space. During your tank movement phase of your turn, it is moved from one of these in your yard to a different one or stays where it is. For more information, refer to the chapter on tanks.

    
After it is moved, follow the rules of the respective space, unless said otherwise. The rules regarding the different tank spaces would often result in the tank either launching an attack or being safe from other tanks' attacks. The book or digital version will discuss more information on tanks in Chapters 6, 12, and 25.

5.8 Movement Phase:    

The movement phase has been discussed in Chapter 3. Check subchapters 3.2 and 3.3 for more information on this turn phase. This is the last regular phase of your turn.

5.9 Reactions:    

Reactions are a special type of action that can be done at any time as specified by the reaction rules, even outside of your turn. However, you or your party may only perform one reaction in the time span from the beginning of one turn to the beginning of the next. The amount that a party or player can take does not stack, so it's use it or lose it. Because of this, reactions are not considered a regular phase of your turn, but are still a part of your turn in a way.

    
If multiple players can use a reaction at the same time and are willing to, they play “rock, paper, scissors.” If there is a tie, which often occurs when both players use the same symbol, play again. The winner gets to use their reaction first. The loser or losers get to use theirs afterward, if they are still able to do so. 

If three or more players are playing “rock, paper, scissors” with each other, whoever defeats the most people with their symbol wins. For example, in a four-player “rock, paper, scissors” match, one player plays rock, another paper, and two other players scissors; the player using rock would win. Three-player matches where each symbol is played exactly once are considered a tie.
    
Like with actions and bonus actions, you may only take a reaction if you have the prerequisite or resources needed to perform some reactions. Here are the possible ones that a party or player can take:
  • Casting a reaction-type spell (if your party can).
  • Opportunity Attack.
  • Some Class Pivotal Moments.
  • Tackling.
  • Using a Perk.
  • Using a Shield (if able to).

Casting a reaction-type spell:
    
If your party knows how to play reaction-type spells and has a spell card for one, you may discard the card and cast it to use its effects. This reaction can only be performed when the situation described by the spell occurs. You may not use meta-spell cards with reaction-type spells. Once one of your pieces casts a spell, one or more players must follow all of the rules of that spell. Only pieces that are on the pathway may use this reaction.


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 do something that the game refers to as an Opportunity Attack. In an Opportunity Attack, a piece may make a weapon attack or punch 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 those weapon attacks or punches. Opportunity attacks cannot result in retaliations. Only pieces that are on the pathway may use this reaction.


Some Class Pivotal Moments:
    
Some classes require a party to use their reaction to use their pivotal moment. Read each class’s pivotal moment found under their stats to know if that class falls under this category.


Tackling:
    
A friendly piece could use a reaction to tackle an opponent’s piece while the opponent is passing the friendly piece. Only pieces that are on the pathway may use this reaction. When this happens, both players will make a contest roll. The side using the reaction adds their attack modifier and is the offender, while the defender adds their speed modifier and is the defender. The defender of the tackling reaction also adds the number of spaces they were moving from the roll. If the offender wins, the moving piece stops on the space before the offending piece. If a piece of a different party occupies that space, or one with two friendly party members, the tackled combatant is pushed to the next legal space. If the defender wins, the piece continues through as usual. Only pieces on the pathway may use this reaction.


If there is a piece that is about to jump on an enemy piece and must move over a piece that is in the same party as the one being landed on, the teammate being jumped over may use a reaction to tackle. This special type of tackle is called a crucial tackle. That is mostly the same as a regular tackle, except that the side doing it has a -4 penalty + your neuroticism modifier to the contest roll.


Tackles can have both critical successes and critical failures. Criticals can be applied to both the offender and the defender. Both sides could get crits at the same time.


A critical success occurs when a player within the contest roll has the die land on 20. When this happens, the opponent takes 1d4 normal attack damage. Just like with all other contest rolls, having a 20 on the die also guarantees that the contest roll will be a success for that player. If both players roll a 20 on their dice, the tackle works.


A critical failure occurs when a player within the contest roll has the dice land on 1. When this happens, the piece that rolls the critical miss has 1d4 pure natural damage dealt to it. Just like with all other contest rolls, having a 1 on the die also guarantees that the contest roll is a failure for that player. If both players roll a 1 on their dice, the tackle misses.


Finally, grazing hits could also happen on the contest roll for tackling. When this happens, the piece being tackled stops on the next available space after the offender. Refer to the pushing rules for when two or more incompatible pieces share a space.


Using a Perk:
    
Some perks require a party to use a reaction in order for its effect to take place. You may choose whether or not to use a reaction, unless said otherwise. If you choose not to, the effect does not take place.


Using a Shield:

While having a shield, your pieces may use a reaction to gain a +2 bonus to rolls for being the defender against attacks. Your pieces cannot benefit from shields and the dodging action at the same time, and must choose one of them to take effect. Your pieces may not use a reaction to do this in retaliations for attacks they made with a two-handed weapon. Only pieces that are on the pathway may use this reaction.


This section, “Ludicrous Ludo: Section 5.9”, is adapted from pages 91 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 5.9” is under a CC BY-SA 4.0 license.
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