"SC LUDO" is an upgraded, strategic twist on the traditional board game "LUDO," enhanced with concepts from superconductivity (SC).

【Basic Rules】

  1. There are two types of tokens in this game: Electrons and Cooper Pairs. Initially, all tokens are Electrons.
  2. Roll the die to move your tokens by the number shown. Tokens move clockwise around the outer cross-shaped track.
  3. Rolling a 6 allows you to move an Electron from your Base (the colored box where all your electrons start) to your Starting Space (the colored space adjacent to your Base).
  4. Once a token completes a full circuit around the outer track, it enters the Goal Road painted in its player's color.
  5. Tokens can enter the Home space in the center of the board via the Goal Road. However, you must land on Home with an exact roll. In other words, if your roll exceeds the required spaces, you cannot enter Home.
  6. The first player to get all of their tokens into the Home space wins the game!
  7. Conditions for Rolling Again.
  8. You get an extra die roll under the following conditions:
    1. When you roll a 6.
    2. When your token reaches Home.
    3. When you capture an opponent's token (see below).
    4. When you break up a Cooper Pair (see below).

【Electron Movement】

  1. Electrons have two orientations: Spin-Up and Spin-Down.
  2. All electrons belonging to the same player share the same spin orientation. There are two players with Spin-Up electrons and two players with Spin-Down electrons.
  3. When a Spin-Up electron lands on the same space as an opponent's Spin-Up electron, it captures the opponent's electron. The captured electron is sent back to its Base. As mentioned above, capturing grants you an extra roll.
  4. If your electron lands on a space occupied by another of your own electrons, no capture occurs. Instead, both electrons remain in a doubly degenerate state on that space.
  5. When a Spin-Up electron lands on the same space as an opponent's Spin-Down electron, they pair up to form a Cooper Pair. This also grants an extra die roll.
  6. If a new electron lands on a space where multiple electrons are degenerated (stacked), ALL electrons previously on that space are captured, regardless of spin direction. However, any electrons of the same color as the incoming electron are safe and remain on the space.
  7. If an electron lands on a space occupied by a Cooper Pair, the pair breaks up (collapses), temporarily leaving three degenerate electrons on that space. (It is also possible to break two Cooper Pairs at once). The player who broke the Cooper Pair gets an extra roll.

【Cooper Pairs】

  1. A Cooper Pair consists of two paired tokens that move together as a single unit.
  2. The authority to move a Cooper Pair belongs to the two players whose electrons form that pair.
  3. Cooper Pairs cannot be captured by single electrons (their defense is boosted!). However, they can be broken up (collapsed) by an incoming electron.
  4. When a Cooper Pair lands on a space with an electron, it captures that electron. Note that even friendly (same-color) electrons will be captured, so be careful! This action also grants an extra die roll.
  5. Cooper Pairs cannot capture other Cooper Pairs. They simply degenerate (stack) together on the same space.
  6. If one of the electrons forming a Cooper Pair enters its Goal Road, the pair immediately collapses on that space. After collapsing, both electrons proceed individually using any remaining movement points from the roll.

【Special Spaces】

  1. Starting Space.
  2. The colored space where each player brings out their electrons from the Base:
    1. This space acts as a "Safe Zone" where no capturing, formation, or breakup of Cooper Pairs can occur.
    2. This "Safe Zone" rule applies to all players, regardless of which color's Starting Space it is.
  3. Star (★) Space.
    1. This space is also a "Safe Zone" where capturing, pair formation, and pair breakup are prevented.
    2. When any token (electron or Cooper Pair) lands here, all players' electron spin directions are randomly shuffled. Even after the shuffle, there will still be exactly two players with Spin-Up and two with Spin-Down electrons.
    3. If a Cooper Pair no longer meets the pairing conditions after a spin shuffle (e.g., a pair formed byandbecomes two Spin-Up electrons), that pair immediately collapses into two degenerate electrons.
    4. Conversely, if two degenerate electrons now satisfy the Cooper Pair condition after a shuffle (e.g.,andon the same space becomeand), a Cooper Pair is formed instantly. Extra rolls are NOT granted in this scenario. (This does not apply to degenerate electrons on Starting or Star spaces, or spaces with 3+ stacked electrons).
  4. Josephson Space.
  5. 5. Spaces marked with purple arrows:
    1. When a Cooper Pair lands on this space, a Josephson Current is triggered.
    2. Triggering the Josephson Current automatically advances the Cooper Pair 4 spaces forward. (Visually, it looks as though it skips right over the Goal Road entrance).
    3. If triggering the Josephson Current would cause a Cooper Pair to be sent backward near its starting point, the current will NOT trigger. (For example, if a Cooper Pair containing Green lands on the top Josephson Space, no current is generated).
    4. A Josephson Current is also NOT triggered if a Cooper Pair is newly formed directly on a Josephson Space.

【Magnetic Field】

  1. At the end of each player's turn, there is a 5% chance that a Magnetic Field will be applied.
  2. When a Magnetic Field occurs, all electrons are forced to Spin-Up, and ALL Cooper Pairs on the board collapse.
  3. In this state, every player becomes an enemy to everyone else (returning the game to traditional LUDO mechanics), creating a thrilling turn of events!
  4. The Magnetic Field lasts for 4 turns. (e.g., If it triggers during Blue's turn, it dispels after Yellow's turn ends).
  5. Once the Magnetic Field subsides, electron spins are reshuffled, just like on a Star (★) Space.
  6. After the field dispels, if two degenerate electrons now meet the pairing conditions, they will combine into a Cooper Pair (see the Star Space rules for details).
Published 1 day ago
StatusReleased
PlatformsHTML5
Authorfermii
GenreStrategy
TagsBoard Game, Dice, Multiplayer, Singleplayer, Turn-based, Turn-based Strategy
Average sessionA few seconds
LanguagesEnglish
InputsKeyboard, Mouse
MultiplayerLocal multiplayer
Player count1 - 4
AI DisclosureAI Assisted, Code

Leave a comment

Log in with itch.io to leave a comment.