Appendix A: Example Round.
This appendix contains a written example of a possible round that could occur in the game. To best explain the game's core mechanics, I have decided to describe a round in the middle of the game. Please note that the actual gameplay may differ from the gameplay described in this appendix.
This hypothetical game has four players named Alice, Bob, Casie, and Daniel. The turn order goes in the order that they were listed in the last sentence. Thus, Alice will go first in this example.
Alice starts her turn with the turning phase. She decides to turn one of her pieces around on the pathway so that it is facing one of Daniel’s pieces. She then chooses to end this phase.
Next, it is Alice’s action phase. She decides to have one of her pieces within range make a weapon attack towards one of Daniel’s pieces. Her party has access to the longbow, which she will use in the weapon attack.
Since the long bow is a ranged weapon, regardless of whether the attack succeeds or fails, a piece of ammunition from the weapon is used. Alice’s longbow previously had 5 pieces of ammo, but now only has 4.
Both sides need to participate in a contest roll. Alice’s party has an offense value of +3. She rolled a 12 on the d20, so the total value of the roll is 15. Daniel’s party has a defense value of +5. He rolled an 8 on the d20, meaning that the total value of the roll is 13. Since the offender, in this case Alice, had a higher total roll, the attack is a success.
From this point, Alice will roll 1d6 and add her attack modifier. Her party has an attack modifier score of +1. She rolled a 4 on the die roll, meaning that her attack dealt a total of 5 damage to Daniel’s party. His party’s HP was previously 3 but is now 0. As a result, the piece that was just attacked becomes unconscious. His party’s maximum HP gets set back to its maximum, being set at 12 HP.
Now it is Alice’s first special rules phase. Since she made one or more of Daniel’s pieces unconscious, it is possible that some of his surviving pieces become frightened. There is another piece within 2 spaces behind the recently unconscious piece, facing it. Because of this, that piece is at risk of becoming frightened.
He rolls a saving throw for that piece. The goal is 4 minus the number of spaces behind the recently unconscious one. Thus, 4 minus 2 equals 2. The goal for the saving throw is 2. Daniel’s party has a neuroticism modifier of -1. He rolls a 2 on the d6, resulting in a total of 1. Daniel failed the saving throw.
Because Daniel failed the saving throw, he must roll a penalty roll for the failing piece. He rolled a 1 on the d6, meaning that the piece moves one space backwards on the pathway. Alice’s first special rules phase is over.
Next is Alice’s bonus action phase. She decides to have her party use the “Rizzing Up the Catgirl/Catboy” bonus action. The relationship value with her party’s catboy boyfriend was previously 8. The value after using this bonus action is 11.
Alice’s second special rules phase is skipped as nothing that warrants it.
Next is Alice’s tank phase. She decides to keep her tank on its shield space. Nothing else happens.
Finally, it is now Alice’s movement phase. She rolls a d6 for her movement roll. The roll was a 5. She could move one of her pieces into her home area. When a piece moves into a player’s home area, that player gets to take a free kick.
She takes the paper football and holds its top with one of her index fingers. The player across from her, in this case, Casie, makes a “u” shape by putting their index fingers together. Casie makes sure her hands remain on the table near the edge. Alice flicks the paper football with a finger on her other hand. The paper football made it between Casie’s index fingers, meaning that the free kick was a success.
Since the free kick was a success, Alice gets to make an extra movement roll. She rolls a d6, with the result being a 4. She can ambush one of Casie’s pieces, which happens when one player’s piece lands on the same space that an opponent’s piece is on. She chose to perform a complex ambush.
In a complex ambush, both sides roll a contest roll. The intelligence modifier for Alice’s party is -2. She rolled a 2 on the d20, meaning that the total for the roll is 0. The adaptability modifier for Casie’s party is +1. She rolled a 1 on the d20, resulting in a critical failure. Getting a critical failure means that she loses the contest roll, no matter what the opponent rolled, assuming the opponent did not also get a critical failure. Alice won the contest roll, meaning that the ambushed piece is now in Alice’s prison of war.
Now it is Bob’s turn. For his turning phase, he decides to have none of his pieces turn around. He chose to voluntarily prone one of his pieces on the pathway. Bob ends his turning phase.
Next is the action phase. Bob decides to use the “Fortification” action. He currently has no structures in his yard. He decides to start building a turret on one of his structure spaces. Bob has 2 pieces in his yard, and his party has a catgirl girlfriend. 3 fortification points can already be added to the structure. However, Bob’s party already has the “Overtime” perk, allowing him to use his bonus action to gain an additional work point towards the structure after using the fortification action. He chooses to use his bonus action for this, meaning the turret gains a total of 4 fortification points. Since the turret is short of the 12 fortification points needed, it remains in the “Being Built” status condition.
It is now Bob’s first special rules phase. Bob’s party currently has the “Cursed” status condition for 2 turns as of the beginning of his turn. Due to the effects of the status condition, Bob’s party takes one damage. The party’s current HP is 8, so it goes down to 7. Also, the number of turns the party has the status condition decreases by 1, from 2 to 1.
Bob has already used his bonus action, meaning that his bonus action phase is technically skipped. Also, his second special rules phase is skipped, as nothing warrants it.
It is now Bob’s tank phase. One of Casie’s pieces on one of Bob’s artillery spaces. Bob moves his tank to its attack space. The tank can make an attack against her piece. This results in a contest roll. Bob rolls a d20 and gets a 14. The defense value of Casie’s party is +6. She rolled an 8 on the d20, meaning that the total for the roll is 14. Since they tied, this results in a grazing hit.
Bob rolls 2d6, getting a 4 on one and a 3 on the other. The total of these is 7, meaning that 7 damage would have been dealt to Casie’s party if the attack did not result in a grazing hit. Since it was a grazing hit, the damage is halved, rounded down. Thus a total of 3 damage is dealt to Casie’s party. Her party was previously at 12 HP, and is now at 9 HP.
Casie’s party is now at risk of gaining the “Stunned” status condition since they took more than 1 damage. A contest roll is made, with the defender being a set value equal to the amount of damage taken. Her party’s constitution modifier is +2. She rolled a 9 on the d20, meaning that the total is 11. Since 11 is larger than 3, she won the contest roll and her party does not gain the “Stunned” status condition.
Before taking his movement roll, Bob decides to use his class’s pivotal moment. His party is comprised of thieves, meaning that they have access to “Cunning Action,” which does not require any action, bonus action, or reaction. The pivotal moment allows the party to take either dodge, ready, sneak, or struggle action. He chooses the dodge action.
It is now time for Bob’s movement phase. He takes his movement roll by rolling a d6, and gets a 3 from the die. He moves his piece to a basketball hoop space. Nothing else happens, and his turn is over.
It is now time for Casie’s turn. For her movement phase, she decided to not turn any of her pieces. She also decided to voluntarily prone none of her pieces. As a result, she ends her turning phase without doing anything.
Next is her action phase. Casie had one of her pieces cast a spell. The spell in her hand that she decided to have her party cast is “Precise Movement,” which is an Enchantment School Spell. Casie checked if her party could cast this spell, and they could.
After that, Casie has her first special rules phase. She currently has a piece that is in an opponent’s prison of war, specifically Alice’s prison of war. Both parties involved make a contest roll. Casie gains a bonus to the contest equal to 5 minus the number of pieces Alice has in her yard. This number includes catgirl girlfriends and catboy boyfriends. Alice has 2 pieces in her yard, and her party has a catboy boyfriend, for a total of 3. This number is subtracted from 5, resulting in a bonus of 2. Casie rolled a 17 on the d20, resulting in a total of 19. Alice rolled a 13 on the d20. Casie wins the contest roll, and thus her piece in Alice’s prison of war returns to Casie’s yard.
Next is Casie’s bonus action phase. She doesn’t have any options for bonus actions, and thus her bonus action phase is skipped. Her second special rules phase is also skipped because no special rules apply to the party.
Casie then has her tank phase. Her tank has the “Tank Shutdown” status condition. Thus, her tank phase is skipped.
Finally, it is Casie’s movement phase. She does not get her free movement roll this turn due to the effects of "Precise Movement.” The rules of the spell state that she gets to state a number from 1 to 6 and move the casting piece that many spaces. She has decided to move the casting piece 6 spaces, which is enough to put it in her home area.
Because she got a piece in her home area, she gets to perform a free kick. The process is the same as with Alice, except that Alice makes the “U” with her fingers, and Casie performs the flick. Casie was unable to get the paper football through or above the space between Alice’s thumbs.
Casie has the “Athletic” perk, which allows her to use a reaction to take a second free kick if she fails the first. She succeeds on the second attempt, allowing her to make an extra movement roll. She rolled the die and got a 4. Casie then moved one of the pieces on the pathway.
It is now Daniel’s turn, starting with his turning phase. Daniel chooses to turn one of his pieces towards his unconscious piece. He then ends his turning phase.
For his action phase, Daniel tries to revive his unconscious piece by using a conscious piece within range. He makes a contest roll. The defender’s value is a predetermined number, which is 5 + the amount of damage the piece took below 0 HP. The piece took 2 damage over zero, and thus the predetermined number is 7. His party’s neuroticism modifier is -1. He rolls a 17 on the d20, making the total 16. He wins the contest roll, so the piece is revived and no longer unconscious.
Next is his first special rules phase, which is skipped because he has no special rules currently in effect.
During his bonus action phase, Daniel has one of his pieces cast a spell he is proficient in. His party cast “Bonfire”. Daniel's magic modifier is 0, meaning that he can spawn the bonfire within a range of 3 spaces from the spellcaster. He places it on the space in front of the spellcaster, which is behind it in terms of the direction of the pathway.
His second special rules phase is skipped for the same reasons as the first.
It is now Daniel’s tank phase. He chooses to move his tank to the anti-tank space. An attack is launched towards Bob’s tank. Both parties involved make a contest roll. Daniel rolls a 20 on the d20, and Bob rolls a 4. Since Daniel got a 20 on this contest roll, this is considered a critical hit, assuming his opponent did not also roll a 20. The attack not only hits, but does double damage, resulting in Bob’s tank taking 2 damage. Bob’s tank was previously at 8 HP, but is now on 6 HP. Bob’s tank gains the “Tank Shutdown” status condition because it took damage.
Finally, it is Daniel’s movement phase. He makes his movement roll by rolling a d6. He was forced to move the only piece on the pathway he could legally move onto Casie’s trap space. That piece takes 1 damage, taking the party’s current HP from 8 to 7. Next, that piece is at risk of becoming restrained. Daniel needs to make a saving throw. The goal is 4 plus Casie’s engineering modifier. Her engineering modifier is -1, which means that the goal for the saving throw is 3. Daniel’s dexterity modifier is +2. He rolls the d6 and gets a 1. The total of the roll is 3, which means he succeeds the saving throw. Because of this, his piece does not gain the “Restrained” status condition.
Finally, for this example round, let's simulate a night phase. First, Alice, who previously held the god token, passes it to Bob. The next part of the night phase is controlling creatures on the board, such as the Ophanim or zombies. This part is skipped since there are none of these creatures currently on the board.
Every player’s relationship value with their catgirl girlfriend or catboy boyfriend decreases by 1 if they have one. Alice’s relationship value goes from 11 to 10. Bob’s relationship value goes from 12 to 11. Casie does not have a catgirl girlfriend or catboy boyfriend, so there is no change. Daniel’s relationship value goes from 5 to 4.
Bob then rolls 2d20 to check if any basketballs fly down from the sky from space. To everyone at the table’s shock, he actually did roll 20s on both of the rolls. Bob then had to roll a d4 and result in the “Basketball Hoop Space Table.” He rolled a 2, meaning that yellow’s basketball hoop space will have the basketball slam into it. Bob’s piece was on that space, with it instantly being eliminated. That piece was sent to an unoccupied yard space within his yard.
Next, Bob needs to make a calendar board roll. He rolls a d4, with the result being a 4. The god piece was originally on the nineteenth space and moved to the twenty-third space. The weather is now fog.
A supply space has been passed on the calendar board, which means that all players who have ranged or hybrid weapons get to gain some ammunition for their weapons. For example, Alice, who has a longbow, gets to gain 3 pieces of ammunition for the longbow. However, she has a workbench active in her yard. She also has the increased efficiency engineering focus, which allows her to gain 1 + her engineering modifier in ammo. She has an engineering modifier of +1, meaning that she gets a total of 2 extra, with this being added to the 3 she already gets to gain. In total, Alice’s shortbow gains 5 arrows, bringing it from 4 ammunition to 9.
Bob then rolls a d20 to determine the wind. He rolls a 10 and results the “Wind Table.” The wind is set to “light west.”
Next, the Annustar damage value is checked. The current value is 13. It is below 20, so no Annustria Breakers happen. However, it is above 0, so it gets lowered by 1. Bob moves the token marking the Annustar damage value down by one. The new value is 12.
Finally, every player gets to perform a night action. This simulation will go more in-depth on this process.
Alice gets to make her night action. She chooses to have her party sleep through the night. Nothing happens because she doesn’t have any exhaustion.
Bob has his night action. He also chooses to sleep through the night. Nothing happens because he doesn’t have any exhaustion.
Casie chose for her party to perform the “Rizzing Through the Night” night action. She then must make a contest roll. The contest roll contains a predetermined number based on her current level of exhaustion. Casie has an exhaustion level of 0, meaning, according to the “Rizzing Through the Night Chart,” the predetermined number is 12. Her intelligence modifier is 0. Casie rolls a 14 on the d20, with the total staying 14. She wins the contest roll, meaning that her party gains her choice between a catgirl girlfriend or a catboy boyfriend. She chooses for her party to gain a catgirl girlfriend. Finally, her party gains one point of exhaustion, going from level 0 to level 1.
Finally, Daniel choses for his party to perform the “Ambushing During the Night” night action. He then gets to roll a d6, and then rolls a 2 on it. There is one of Alice’s pieces that is 2 spaces away from one of Daniel’s pieces. Daniel then gets to move that piece to ambush. He choses to use a simple ambush. That piece immediately becomes unconscious. Alices maximum HP is set back to its maximum, if it is not at its maximum already. Her HP is already at the maximum. Daniel’s party gains one level of exhaustion, going from level 0 to level 1.
Finally, play resumes with the player with the starting token taking their turn. In this case, that would be Alice.
This concludes the example. I know that this seems scary, which it kind of should. It took 15 pages to explain just one round. However, I hope that with experienced players, it could take less time to play through these steps than to explain them.
This section, “Ludicrous Ludo: Appendix A”, is adapted from pages 40, 79-83, 91-92, and 94-96, 358-359 of the “System Reference Document 5.1” by Wizards of the Coast LLC, which is under a CC BY 4.0 license. “Ludicrous Ludo: Appendix A” is under a CC BY-SA 4.0 license.
This hypothetical game has four players named Alice, Bob, Casie, and Daniel. The turn order goes in the order that they were listed in the last sentence. Thus, Alice will go first in this example.
Alice starts her turn with the turning phase. She decides to turn one of her pieces around on the pathway so that it is facing one of Daniel’s pieces. She then chooses to end this phase.
Next, it is Alice’s action phase. She decides to have one of her pieces within range make a weapon attack towards one of Daniel’s pieces. Her party has access to the longbow, which she will use in the weapon attack.
Since the long bow is a ranged weapon, regardless of whether the attack succeeds or fails, a piece of ammunition from the weapon is used. Alice’s longbow previously had 5 pieces of ammo, but now only has 4.
Both sides need to participate in a contest roll. Alice’s party has an offense value of +3. She rolled a 12 on the d20, so the total value of the roll is 15. Daniel’s party has a defense value of +5. He rolled an 8 on the d20, meaning that the total value of the roll is 13. Since the offender, in this case Alice, had a higher total roll, the attack is a success.
From this point, Alice will roll 1d6 and add her attack modifier. Her party has an attack modifier score of +1. She rolled a 4 on the die roll, meaning that her attack dealt a total of 5 damage to Daniel’s party. His party’s HP was previously 3 but is now 0. As a result, the piece that was just attacked becomes unconscious. His party’s maximum HP gets set back to its maximum, being set at 12 HP.
Now it is Alice’s first special rules phase. Since she made one or more of Daniel’s pieces unconscious, it is possible that some of his surviving pieces become frightened. There is another piece within 2 spaces behind the recently unconscious piece, facing it. Because of this, that piece is at risk of becoming frightened.
He rolls a saving throw for that piece. The goal is 4 minus the number of spaces behind the recently unconscious one. Thus, 4 minus 2 equals 2. The goal for the saving throw is 2. Daniel’s party has a neuroticism modifier of -1. He rolls a 2 on the d6, resulting in a total of 1. Daniel failed the saving throw.
Because Daniel failed the saving throw, he must roll a penalty roll for the failing piece. He rolled a 1 on the d6, meaning that the piece moves one space backwards on the pathway. Alice’s first special rules phase is over.
Next is Alice’s bonus action phase. She decides to have her party use the “Rizzing Up the Catgirl/Catboy” bonus action. The relationship value with her party’s catboy boyfriend was previously 8. The value after using this bonus action is 11.
Alice’s second special rules phase is skipped as nothing that warrants it.
Next is Alice’s tank phase. She decides to keep her tank on its shield space. Nothing else happens.
Finally, it is now Alice’s movement phase. She rolls a d6 for her movement roll. The roll was a 5. She could move one of her pieces into her home area. When a piece moves into a player’s home area, that player gets to take a free kick.
She takes the paper football and holds its top with one of her index fingers. The player across from her, in this case, Casie, makes a “u” shape by putting their index fingers together. Casie makes sure her hands remain on the table near the edge. Alice flicks the paper football with a finger on her other hand. The paper football made it between Casie’s index fingers, meaning that the free kick was a success.
Since the free kick was a success, Alice gets to make an extra movement roll. She rolls a d6, with the result being a 4. She can ambush one of Casie’s pieces, which happens when one player’s piece lands on the same space that an opponent’s piece is on. She chose to perform a complex ambush.
In a complex ambush, both sides roll a contest roll. The intelligence modifier for Alice’s party is -2. She rolled a 2 on the d20, meaning that the total for the roll is 0. The adaptability modifier for Casie’s party is +1. She rolled a 1 on the d20, resulting in a critical failure. Getting a critical failure means that she loses the contest roll, no matter what the opponent rolled, assuming the opponent did not also get a critical failure. Alice won the contest roll, meaning that the ambushed piece is now in Alice’s prison of war.
Now it is Bob’s turn. For his turning phase, he decides to have none of his pieces turn around. He chose to voluntarily prone one of his pieces on the pathway. Bob ends his turning phase.
Next is the action phase. Bob decides to use the “Fortification” action. He currently has no structures in his yard. He decides to start building a turret on one of his structure spaces. Bob has 2 pieces in his yard, and his party has a catgirl girlfriend. 3 fortification points can already be added to the structure. However, Bob’s party already has the “Overtime” perk, allowing him to use his bonus action to gain an additional work point towards the structure after using the fortification action. He chooses to use his bonus action for this, meaning the turret gains a total of 4 fortification points. Since the turret is short of the 12 fortification points needed, it remains in the “Being Built” status condition.
It is now Bob’s first special rules phase. Bob’s party currently has the “Cursed” status condition for 2 turns as of the beginning of his turn. Due to the effects of the status condition, Bob’s party takes one damage. The party’s current HP is 8, so it goes down to 7. Also, the number of turns the party has the status condition decreases by 1, from 2 to 1.
Bob has already used his bonus action, meaning that his bonus action phase is technically skipped. Also, his second special rules phase is skipped, as nothing warrants it.
It is now Bob’s tank phase. One of Casie’s pieces on one of Bob’s artillery spaces. Bob moves his tank to its attack space. The tank can make an attack against her piece. This results in a contest roll. Bob rolls a d20 and gets a 14. The defense value of Casie’s party is +6. She rolled an 8 on the d20, meaning that the total for the roll is 14. Since they tied, this results in a grazing hit.
Bob rolls 2d6, getting a 4 on one and a 3 on the other. The total of these is 7, meaning that 7 damage would have been dealt to Casie’s party if the attack did not result in a grazing hit. Since it was a grazing hit, the damage is halved, rounded down. Thus a total of 3 damage is dealt to Casie’s party. Her party was previously at 12 HP, and is now at 9 HP.
Casie’s party is now at risk of gaining the “Stunned” status condition since they took more than 1 damage. A contest roll is made, with the defender being a set value equal to the amount of damage taken. Her party’s constitution modifier is +2. She rolled a 9 on the d20, meaning that the total is 11. Since 11 is larger than 3, she won the contest roll and her party does not gain the “Stunned” status condition.
Before taking his movement roll, Bob decides to use his class’s pivotal moment. His party is comprised of thieves, meaning that they have access to “Cunning Action,” which does not require any action, bonus action, or reaction. The pivotal moment allows the party to take either dodge, ready, sneak, or struggle action. He chooses the dodge action.
It is now time for Bob’s movement phase. He takes his movement roll by rolling a d6, and gets a 3 from the die. He moves his piece to a basketball hoop space. Nothing else happens, and his turn is over.
It is now time for Casie’s turn. For her movement phase, she decided to not turn any of her pieces. She also decided to voluntarily prone none of her pieces. As a result, she ends her turning phase without doing anything.
Next is her action phase. Casie had one of her pieces cast a spell. The spell in her hand that she decided to have her party cast is “Precise Movement,” which is an Enchantment School Spell. Casie checked if her party could cast this spell, and they could.
After that, Casie has her first special rules phase. She currently has a piece that is in an opponent’s prison of war, specifically Alice’s prison of war. Both parties involved make a contest roll. Casie gains a bonus to the contest equal to 5 minus the number of pieces Alice has in her yard. This number includes catgirl girlfriends and catboy boyfriends. Alice has 2 pieces in her yard, and her party has a catboy boyfriend, for a total of 3. This number is subtracted from 5, resulting in a bonus of 2. Casie rolled a 17 on the d20, resulting in a total of 19. Alice rolled a 13 on the d20. Casie wins the contest roll, and thus her piece in Alice’s prison of war returns to Casie’s yard.
Next is Casie’s bonus action phase. She doesn’t have any options for bonus actions, and thus her bonus action phase is skipped. Her second special rules phase is also skipped because no special rules apply to the party.
Casie then has her tank phase. Her tank has the “Tank Shutdown” status condition. Thus, her tank phase is skipped.
Finally, it is Casie’s movement phase. She does not get her free movement roll this turn due to the effects of "Precise Movement.” The rules of the spell state that she gets to state a number from 1 to 6 and move the casting piece that many spaces. She has decided to move the casting piece 6 spaces, which is enough to put it in her home area.
Because she got a piece in her home area, she gets to perform a free kick. The process is the same as with Alice, except that Alice makes the “U” with her fingers, and Casie performs the flick. Casie was unable to get the paper football through or above the space between Alice’s thumbs.
Casie has the “Athletic” perk, which allows her to use a reaction to take a second free kick if she fails the first. She succeeds on the second attempt, allowing her to make an extra movement roll. She rolled the die and got a 4. Casie then moved one of the pieces on the pathway.
It is now Daniel’s turn, starting with his turning phase. Daniel chooses to turn one of his pieces towards his unconscious piece. He then ends his turning phase.
For his action phase, Daniel tries to revive his unconscious piece by using a conscious piece within range. He makes a contest roll. The defender’s value is a predetermined number, which is 5 + the amount of damage the piece took below 0 HP. The piece took 2 damage over zero, and thus the predetermined number is 7. His party’s neuroticism modifier is -1. He rolls a 17 on the d20, making the total 16. He wins the contest roll, so the piece is revived and no longer unconscious.
Next is his first special rules phase, which is skipped because he has no special rules currently in effect.
During his bonus action phase, Daniel has one of his pieces cast a spell he is proficient in. His party cast “Bonfire”. Daniel's magic modifier is 0, meaning that he can spawn the bonfire within a range of 3 spaces from the spellcaster. He places it on the space in front of the spellcaster, which is behind it in terms of the direction of the pathway.
His second special rules phase is skipped for the same reasons as the first.
It is now Daniel’s tank phase. He chooses to move his tank to the anti-tank space. An attack is launched towards Bob’s tank. Both parties involved make a contest roll. Daniel rolls a 20 on the d20, and Bob rolls a 4. Since Daniel got a 20 on this contest roll, this is considered a critical hit, assuming his opponent did not also roll a 20. The attack not only hits, but does double damage, resulting in Bob’s tank taking 2 damage. Bob’s tank was previously at 8 HP, but is now on 6 HP. Bob’s tank gains the “Tank Shutdown” status condition because it took damage.
Finally, it is Daniel’s movement phase. He makes his movement roll by rolling a d6. He was forced to move the only piece on the pathway he could legally move onto Casie’s trap space. That piece takes 1 damage, taking the party’s current HP from 8 to 7. Next, that piece is at risk of becoming restrained. Daniel needs to make a saving throw. The goal is 4 plus Casie’s engineering modifier. Her engineering modifier is -1, which means that the goal for the saving throw is 3. Daniel’s dexterity modifier is +2. He rolls the d6 and gets a 1. The total of the roll is 3, which means he succeeds the saving throw. Because of this, his piece does not gain the “Restrained” status condition.
Finally, for this example round, let's simulate a night phase. First, Alice, who previously held the god token, passes it to Bob. The next part of the night phase is controlling creatures on the board, such as the Ophanim or zombies. This part is skipped since there are none of these creatures currently on the board.
Every player’s relationship value with their catgirl girlfriend or catboy boyfriend decreases by 1 if they have one. Alice’s relationship value goes from 11 to 10. Bob’s relationship value goes from 12 to 11. Casie does not have a catgirl girlfriend or catboy boyfriend, so there is no change. Daniel’s relationship value goes from 5 to 4.
Bob then rolls 2d20 to check if any basketballs fly down from the sky from space. To everyone at the table’s shock, he actually did roll 20s on both of the rolls. Bob then had to roll a d4 and result in the “Basketball Hoop Space Table.” He rolled a 2, meaning that yellow’s basketball hoop space will have the basketball slam into it. Bob’s piece was on that space, with it instantly being eliminated. That piece was sent to an unoccupied yard space within his yard.
Next, Bob needs to make a calendar board roll. He rolls a d4, with the result being a 4. The god piece was originally on the nineteenth space and moved to the twenty-third space. The weather is now fog.
A supply space has been passed on the calendar board, which means that all players who have ranged or hybrid weapons get to gain some ammunition for their weapons. For example, Alice, who has a longbow, gets to gain 3 pieces of ammunition for the longbow. However, she has a workbench active in her yard. She also has the increased efficiency engineering focus, which allows her to gain 1 + her engineering modifier in ammo. She has an engineering modifier of +1, meaning that she gets a total of 2 extra, with this being added to the 3 she already gets to gain. In total, Alice’s shortbow gains 5 arrows, bringing it from 4 ammunition to 9.
Bob then rolls a d20 to determine the wind. He rolls a 10 and results the “Wind Table.” The wind is set to “light west.”
Next, the Annustar damage value is checked. The current value is 13. It is below 20, so no Annustria Breakers happen. However, it is above 0, so it gets lowered by 1. Bob moves the token marking the Annustar damage value down by one. The new value is 12.
Finally, every player gets to perform a night action. This simulation will go more in-depth on this process.
Alice gets to make her night action. She chooses to have her party sleep through the night. Nothing happens because she doesn’t have any exhaustion.
Bob has his night action. He also chooses to sleep through the night. Nothing happens because he doesn’t have any exhaustion.
Casie chose for her party to perform the “Rizzing Through the Night” night action. She then must make a contest roll. The contest roll contains a predetermined number based on her current level of exhaustion. Casie has an exhaustion level of 0, meaning, according to the “Rizzing Through the Night Chart,” the predetermined number is 12. Her intelligence modifier is 0. Casie rolls a 14 on the d20, with the total staying 14. She wins the contest roll, meaning that her party gains her choice between a catgirl girlfriend or a catboy boyfriend. She chooses for her party to gain a catgirl girlfriend. Finally, her party gains one point of exhaustion, going from level 0 to level 1.
Finally, Daniel choses for his party to perform the “Ambushing During the Night” night action. He then gets to roll a d6, and then rolls a 2 on it. There is one of Alice’s pieces that is 2 spaces away from one of Daniel’s pieces. Daniel then gets to move that piece to ambush. He choses to use a simple ambush. That piece immediately becomes unconscious. Alices maximum HP is set back to its maximum, if it is not at its maximum already. Her HP is already at the maximum. Daniel’s party gains one level of exhaustion, going from level 0 to level 1.
Finally, play resumes with the player with the starting token taking their turn. In this case, that would be Alice.
This concludes the example. I know that this seems scary, which it kind of should. It took 15 pages to explain just one round. However, I hope that with experienced players, it could take less time to play through these steps than to explain them.
This section, “Ludicrous Ludo: Appendix A”, is adapted from pages 40, 79-83, 91-92, and 94-96, 358-359 of the “System Reference Document 5.1” by Wizards of the Coast LLC, which is under a CC BY 4.0 license. “Ludicrous Ludo: Appendix A” is under a CC BY-SA 4.0 license.