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Powered-token Ludo

Powered-token Ludo on First Games gives each token one special step you tap on purpose, then that token walks like every other piece. Dice still set the ordinary turns. The power is a stored trigger, not a cell on the board. This page is that tap. It is not Arrow Ludo, where the board shoves you, and it is not a room where every token only ever walks the same.

What this play is

This play is Ludo plus a once-per-token boost. First Games deals the usual tokens, then marks each with a charge. On a later turn you tap Power, tap the token, and the special step fires as the card defines: extra cells, a jump, or a safe skip. After that, the mark is gone. The job is still to home the set. The job is also to spend each charge on a landing that ordinary dice were not going to give you. It is not extra-turn-on-6, which is a dice streak. It is not arrows. If no token shows a charge mark, you opened a flat walk room.

What the table shows

The board is the cross with charge icons on tokens, not on cells. The room card prints entry, seats, clock, capture rule, and the power definition: how many extra cells, whether it can capture, whether it can enter home without exact dice, and whether unused charges vanish when that token homes. Read the definition. A power that cannot home is a different table from a power that can. First Games will not hide the fee; it is on the card with those lines.

How you win this round

Home every token first. Unused power on a token that never spent it is wasted, not a bonus prize. Spending power to bounce an opponent, if captures are on and the power may capture, is useful only if it also serves the race. The app pays the first finished colour. Leftover charges on tokens still in the yard at the end do not convert to rupees.

How a round starts

Tokens sit in the yard with charges full. You still need the start number to exit; power usually cannot exit from the yard unless the card says the special step includes an exit. First rolls are ordinary. You may spend a charge on the same turn as a die if the card allows power-after-roll, or you may spend it as a separate action on your turn before rolling, as printed. Opening with an immediate power jump is rare and would be printed. Most matches walk a few ordinary cells first.

Legal moves — and one that is not

A legal power tap is one unused charge on a token already allowed to take that special step, usually a token already on the track. The step then moves that token by the printed power length. Capturing with the landing is legal if captures are on and the power may capture. Using ordinary dice on other tokens the same turn is legal only if the card sequences power and roll that way. Passing without spending power is always legal; charges wait.

It is not legal to spend a charge twice on the same token. The mark is gone after one use. It is not legal to transfer a charge to another token. It is not legal to treat an arrow cell as a power, or a six as a power. It is not legal to fire power on an opponent token. Playing as if every token always walks the same, and never tapping Power, is legal but is you discarding the unique tool of the room. Firing power into an illegal home overshoot, when exact count still applies to powered landings, is a rejected tap.

How this round ends

The round ends on the last home token. A power that lands the last cell finishes the race if that landing is legal. Unused charges on other tokens die with the board lock. There is no after-game spend. Finish is home, not an empty charge bar.

How the money is counted

Pot from entries minus printed charge. Example only: ₹16 sit, two seats, strip pays ₹28 after the printed table charge. Spending or saving power does not change the pot formula. There is no refund for unused charges. Wallet follows the strip.

If you leave early or miss the tap

Leave Seat loses unused charges with the race. Clock skip will not spend power for you unless auto-move is defined that way, which most cards will not do; auto-move spends an ordinary die. Disconnect does not store a power tap you meant to make. No rummy drop. The penalty is the lost race plus any charge you never fired.

Buttons on this screen

  • Roll — Ordinary die for the shared walk.
  • Power — Arms the special step. Then tap the charged token you want to spend.
  • Charge mark — Sits on each token until that token’s one use. Empty mark means ordinary walk only.
  • Token — Ordinary tap after a roll, or the target of a Power tap.
  • Leave Seat — Throws away remaining charges with the seat.

How to open it in First Games

  1. Open the Telegram channel t.me/cocorummy and download the APK posted there. Do not use a random file from search.
  2. Install on Android and finish mobile OTP.
  3. Tap the Skill tab, open the UONO Ludo tile, then sit a powered-token room and read when the special step may be spent.

Do not mix this up with every token walks the same

On a flat walk room, including classic Ludo, every token only ever uses the die. Powered-token Ludo stores one extra step per piece that you tap. Arrow Ludo also changes distance, but the board fires it. Here you fire it. If you never tap Power, you have turned this room into the flat walk on purpose.

One round, start to finish

Two seats, one jump-of-three power per token, cannot skip exact home, captures on, ₹16. You exit two tokens on sixes. You save power. Opponent sits on a cell three ahead of your lead token; you tap Power, tap that token, jump three, capture, charge mark clears. That token is now ordinary. You later waste a moment thinking you can jump again; Power will not arm on it. You spend the second token’s power to leap a crowded stretch, then home both with ordinary exact counts. Two charges remain on yard tokens you never exited until late; you fire one to approach home, and the last token homes on a die. The strip pays. Each power fired once. None returned.

When you tap the special step

You tap it on your turn when a token still shows a charge and the card’s sequence allows Power before the roll, after the roll, or as a substitute for the roll. First Games will print that sequence. The useful moment is a landing ordinary dice are unlikely to give you this cycle: a three-cell capture, a skip over a blocked stretch, or a close-up to the home column that still respects exact count. Tapping on the first turn from the yard is usually illegal. Tapping as a panic because the opponent is ahead can be correct if the jump saves a token that would otherwise be captured, and it can be wasteful if you jump to a cell they will land on next anyway. You do not have to tap the same turn you notice a pretty jump. Charges wait. They do not grow. They do not expire except when that token homes unused or the race ends. Arrow cells, if a hybrid room ever showed them, are a different trigger; this page’s tap is the Power control. Count cells, tap Power, tap the token, then confirm the landing highlight before you commit.

Does it remain after one use

No. One use clears the mark on that token. The other tokens keep their own unused charges. There is no reload when you pass a safe square. There is no reload when you capture. There is no reload when you roll a six. After the spend, that token walks the same as every classic piece: dice only. People tap Power twice from habit, like a second crash cash-out, and the second tap does nothing. If you homed a token without spending its charge, that charge is gone with the token; it does not jump to a sibling. Team seating does not share charges with a partner. The remaining-after-one-use question is the whole difference from a flat walk and from arrows that can fire every time you land on a cell. Power is a stock of one. Spend it like a stock of one. If you wanted repeatable extra movement, sit extra-turn-on-6 or Arrow Ludo. If you sat powered tokens, count remaining marks on your army after each spend.

How do I win with powered tokens?

Home every token first. Power is an optional extra step per piece, not a second scoring system.

Do unused charges pay extra?

No. Unused charges die with the race. The pot is the entries on the result strip.

Is this the same as every token walking the same?

Not until you spend the charge. After one use, that token is ordinary. Tokens you never tap stay charged until they home or the match ends.

What is the easy mistake with Power?

Tapping it twice on the same token, or waiting for a reload that never comes. One use per token is the law of this room.

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