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PROJECT ANNUSTARIA
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Chapter 8: Advanced Rules.​
These mechanics and rules add more complexity and strategy to the game. There is a lot of risk and reward involved, as well as ways to improve your odds of succeeding in some situations. Think of this chapter as a “miscellaneous” chapter containing mechanics and rules that do not fit in the other chapters of the book. However, one theme that takes up a significant portion of the advanced rules relates to the special rules and special rules phases discussed earlier.
8.1 Wounded:    

A party is considered “wounded” when they are at half of their maximum health, rounded down, or lower, but not when they are unconscious. This state of being is different from status conditions, as it lasts indefinitely as long as the party fits the definition of wounded, and it just matters in instances relating to other rules and character customization.

    
For all parties, while they are wounded, they heal 1 HP every first special rules phase on their turn. They no longer benefit from this while they are no longer wounded. A party may heal slightly above half of their HP from this ability. For example, a party with a maximum HP of 12 may heal from this effect while at 6 HP.

8.2 Stunned:    

If a piece takes damage from a non-magical attack and survives, the party is at risk of gaining the stunned condition. Checking for stun is considered a special rule for the special rules phase.


The player who took the damage must roll a special kind of contest roll where the attacker does not roll. The attacker’s value is instead the amount of damage dealt plus the weapon’s stun value, and they are the offender. When you make the contest roll, add your constitution modifier, and you are the defender. If you fail to have the total be above the attacker's amount, your party gains the stunned condition until the beginning of your next turn. The stunned condition prevents your party from performing reactions or advancing their bonus die.

8.3 Frightened:

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When a piece becomes unconscious, the friendly pieces behind it that face the eliminated piece become vulnerable to being frightened. Checking for being frightened is considered a special rule for the special rules phase. Each vulnerable party member within a range of 3 spaces behind the recently unconscious one, excluding the space that the recently unconscious piece occupies, must make a saving throw. The check only applies to pieces that were facing the recently unconscious one. The number they must roll at or higher without being frightened is 4 minus the number of spaces behind the recently unconscious one. Their neuroticism modifier for the character rolling is added to the roll.

If a party member fails to do this, they roll a d6 and must go back that many spaces. If multiple pieces are vulnerable, resolve them from the one furthest behind the recently unconsious piece to the closest one. A piece may not move past its starting square, stopping before it or before an unoccupied space. If a party member succeeds, nothing else happens to that party member.

8.4 Collateral Damage:    

When a weapon attack misses, and there is a structure next to the space or a piece on the space after it, then that piece can take the hit by accident. This process does not happen if the hit was a critical failure. When an attack misses in a collateral damage situation, roll a d6. If the result is a six, the piece or structure behind the original target is still at risk. Checks of collateral damage are considered a special rule for the special rules phase.


If it is a player piece, that player who owns the piece, even if it is the same player who owns the attacker, must roll a contest roll against the roll of the original attack that missed. In this case, if there is a tie, the attacker wins. If the attacker wins, the damage of the original attack is dealt to the at-risk piece. The same rules apply to structures, except that the hit automatically lands when a 6 is rolled on the d6. If the defender is facing away from the offender, the defender makes the roll at disadvantage.

8.5 Prone:    

Combatants often find themselves on the ground, as illustrated by the prone status condition. Gaining the status condition could either be done voluntarily or involuntarily. 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. You may choose as many or as few of your pieces as you wish, including none of them.

    
Getting up is harder to do. To get one of your prone pieces up, you must use a bonus action on your turn. That piece is no longer prone.

    
Finally, prone pieces must crawl if they wish to move; this reduces the number of spaces they could move in by half, to a minimum of 1 if you dedicate your entire movement to that piece. If you use synchronized movement with one or more prone pieces, every 1 space of movement from a party member with this condition could be treated as 2 spaces taken off the total.


This section, “Ludicrous Ludo: Section 8.5”, is adapted from pages 91-92 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 8.5” is under a CC BY-SA 4.0 license.

8.6 Leader Role:

Every team needs a leader, someone who is the most experienced and helpful in the party. Ludicrous Ludo acknowledges this with this mechanic. One of your four pieces assumes the role of the leader. This piece should be distinct from the others, either by using a visually distinct one or by putting a small object next to it. Being a leader has multiple advantages and disadvantages in the game:
  • Advantages:
    • Having advantage on contest rolls to revive unconscious pieces. This benefit does not work when the party is stressed.
    • The leader piece, as well as every teammate facing the leader piece within a range of 3 spaces of it, gets a +2 bonus to saving throws against becoming afraid.
    • The leader has an increased range when performing a synchronized movement as one of the pieces that moves. It can perform a synchronized movement from 6 spaces away instead of just 3.
  • Disadvantages:
    • The leader can only move out of the yard with a 6 and may not move out with a 1.
    • When the party is wounded, pieces facing the leader piece within a range of 3 spaces of it only gain a +1 bonus against becoming frightened instead of a +2 bonus. The leader gains no bonus against becoming frightened while wounded.

8.7 Crowning and Crowned Pieces:

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Once per game, when you send out a piece from your yard, you may crown it to give it the crowned condition. You may do this, even if you benefited from the crowned condition but have not sent out a crowned piece yet. Sending out a crowned piece is a high-risk, high-reward. Having a combination of favorable circumstances and good luck is necessary for it to work, but it is still possible. For more information on the crowned condition, look at the status conditions table.

A crowned piece simply wears a magical crown on its head. A crowned piece that enters its home allows a friendly piece to teleport to the space that is behind any enemy piece on the pathway..

When the piece becomes unconscious from hitting 0 HP or is eliminated, then it drops its crown on the space that it is on. The player who owns that piece places a crown token on that space. When a party member passes a space with a crown from their same party, they put it on and gain the “crowned” status condition. If an opponent’s piece passes the crown, it is destroyed.

After doing sending out a piece with a crown, move your token to “used” under your color within “crown availability” section of the Track-Keeping Board.

8.8 Catgirl Girlfriends and Catboy Boyfriends:    

Your party can have a significant other that many people dream of having. That’s right, being able to have a catgirl girlfriend or a catboy boyfriend. Besides the benefits that can arise from relationships, they offer a couple of advantages that can be useful. When a party has one, they gain an additional fortification point when using the fortification action, and the catgirl girlfriend or catboy boyfriend counts as a piece in the party’s yard for being the defender on contest rolls for escaping the prison of war. However, just like in real-life relationships, they can also end, with it possibly being hard to find a new one.

    
At the beginning of the game, every player starts with either a catgirl girlfriend or a catboy boyfriend. There are no gameplay or mechanical differences between which one the party has. The catgirl girlfriend or catboy boyfriend has a “relationship value”, which starts at 12. It may not exceed a value of 12, and if it hits 0 or lower, the catgirl girlfriend or catboy boyfriend leaves. When a catgirl or catboy leaves the party, they no longer gain the benefits associated with having one. 


The relationship value decreases by 1 at the beginning of each night phase. A party can bring up their relationship value by using the “rizzing up the catgirl/catboy” bonus action.

8.9 “Dice-Off-Table” Rules:    

There is a set of rules that happen when a player has one or more of their dice fall off the table while rolling them. This is referred to as “dice-off-table,” and only happens if one or more of the other players call it out before the player who dropped the dice picks up any of the dice they dropped.

    
When called, all players would need to get up from their seats and look at the dice that fell. If approximately 5 minutes have passed and it has not been found, then the rest of the rules in this subchapter are ignored. The players note the number that it landed on, and it affects what happens next. If it landed in a way that there is no definite number that it landed on, such as landing between two possibilities, then the player who owns the dice picks it up, and the rest of the rules in this subchapter are ignored.

    
What happens next depends on the type of die that fell off the table and the number it landed on after falling off. The number is treated as a ratio depending on the number of sides on the die. This ratio would be treated as a percent, placed within an imaginary graph, and split into quartiles. For example, if it landed on 6, and the die is a d20, it would be in the second quartile. There will then be multiple tables that will determine the next steps. There will also be various charts at the end of the section that could be useful for calculating what number would be in what quartile.

Finally, there is a limit of penalties for dropping their dice off the table that a player can receive before they are ejected from the match. Some groups and organizations may choose beforehand to instead disqualify a player from certain competitive structures, such as tournaments. If a player gets caught dropping their dice off the table 20 times, they are immediately ejected from the match. When this happens, that player may no longer participate in that match, and their pieces are removed from the board. They also immediately lose, dropping to the lowest level unless multiple players are ejected. In a 2 vs. 2 match, it immediately ends with a winner and a loser.

​For tracking purposes, the number of fouls a player commits in a match and the number of times a player is penalized for dropping their dice off the table are kept separate. This ruling means that a team may commit both up to 19 fouls and up to 19 penalties for dropping their dice off the table without being immediately ejected from the game.
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There is an exception for this, which applies when the game is being played on a Tuesday. In this case, the table below is used instead of the general one. If the game is being played online, with multiple players in different time zones, then it is based on the time zone of whichever player currently has the God token.
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There is, however, an exception to this exception. If it is a player’s birthday, they may choose whether or not to roll on the general table or the Tuesday one. If they choose to roll on the general table, all players have the same opportunity for the rest of the match to select which table to roll on.
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8.11 Cession:    

This rule does not necessarily apply to casual games, but it does apply to competitive ones, such as those at tournaments and game shops. At any time on their turn, a player may choose to cede from the game. When they do this, they are out of the game and automatically lose. In a 2-player game, or if a team cedes in a 2 v. 2, the match instantly ends.
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