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Chapter 7: Additional Movement Rules.​
Just like with regular Ludo, movement is a big part of Ludicrous Ludo. Movement is one of the most essential parts of the game since the condition of winning requires it. Because of this, there are multiple mechanics and rules relating to it. This chapter will go over them.
7.1 Ambushing:

When making a movement roll, and you roll a number that could make one of your pieces land on a space occupied by another player’s piece, your party member that is landing on the occupied space may do what is called an ambush. An ambush is when a piece moves to a space occupied by an opponent. When this happens, the ambushing player may make one of two choices: simple or complex. They must choose before the process continues further.

In a simple ambush, the opponent’s piece becomes unconscious, and the party gets its health set back to its maximum, unless otherwise stated by another rule. The ambushed party member is pushed back to the next available space.


In the complex form, both players involved make a contest roll, with the player doing the ambush being the offender. The offender adds their intelligence modifier, and the defender adds their adaptability modifier. If the offender wins, the ambushed piece is placed in its prison of war. If it loses, nothing happens.

7.2 Blocking Rules:    

When two pieces from the same party, neither of which is unconscious, share a space, it forms something known as a “block” or “blocking.” Unlike regular Ludo, which makes it so pieces cannot pass that block or grant complete immunity from getting your pieces sent back to your yard, Ludicrous Ludo has a different set of advantages. These advantages better fit in with the rules and mechanics of this game. However, like regular Ludo, pieces will need to move out of a block if it has an available move and there are no other available moves.


One of these advantages is that you get advantage for tackling pieces that try to pass that block unless two pieces use synchronized movement to move past your pieces within the block. 


Also, those pieces have protection against ambushes. If this happens as a block, the ambushing piece becomes unconscious and is pushed in the direction it is moving, if there is only one of them. If a piece gets ambushed by two pieces using synchronized movement, it is treated as it usually would without a block. This is the same regardless of whether it is a simple or complex ambush.

7.3 Synchronized Movement:

If two pieces are within 3 spaces of each other, you may split the number of spaces moved from a movement roll between them. This is unless otherwise specified by the rules. For example, if you roll a 7, you could move one of them 4 spaces and the other 3. Synchronized movements can result in those two pieces sharing a space after the moves. You may not use either move to ambush unless both pieces land on the same space. You must still follow all other rules for movement. Finally, you cannot use synchronized movement if the movement from the roll is only 1 space.

If you use synchronized movement to move two pieces past a piece that is trying to tackle them, the pieces using synchronized movement get advantage on the contest roll. Also, if those pieces do fail the contest roll, only one of the pieces is stuck in the space behind the tackler. These rules do not apply to blocking pieces.

7.4 Hot Dice:    

When one or more of your pieces are within 6 spaces of entering your home area, you may call hot dice at the beginning of your movement phase. It is entirely optional to do so. A hot dice declaration must be made before you make your first movement roll for the phase. Hot dice alter how the preceding movement roll is made.

    
When it is declared, choose a piece within 6 spaces or fewer of going into your home area. Roll 2d6, and select one of the dice that would result in a legal movement. You must move the declared piece that many spaces. If you cannot make a legal move with that piece using either roll, you do not move any piece.

7.5 Free Kick Rules:

Whenever you get one of your pieces into your home area, you earn a free kick. A free kick also involves the player whose color is on the opposite side of the board. In three-player games, choose one of your opponents. That person makes a “u” shape by putting their index fingers together. Their hands must remain on the table, near its edge. In a 2 vs. 2 match, your teammate is always the one who makes the goal when you perform a free kick.

To make your free kick, flick the paper football. If it goes through the space in between the other player’s thumbs, or in the space between them above their index fingers, you earn a free movement roll. This movement roll is made immediately after, and you may only earn a maximum of one per turn. If the paper football does not go through the space between the other player’s thumbs, you gain nothing.
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