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PROJECT ANNUSTARIA
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Chapter 11: The Track-Keeping Board and Its Rules.​
This chapter goes over the last of the three boards used in the game. That is, of course, unless you consider your party sheet a board. Think about it, you could put stuff like dice on it. Tangent aside, the Track-Keeping board is designed to make the game easier to play by streamlining the process of tracking specific in-game elements. This chapter will delve deeper into how this board operates, including mechanics such as wind, weather, and the phenomena within the game known as the Annustaria Breaker.
11.1 Track-Keeping Board Basics:

Ludicrous Ludo is known to have various mechanics that players have to keep track of. The Track-Keeping Board is used to simplify some of this process. Some mechanics, such as each party’s HP and weapon ammunition, are recorded on their respective party sheets. The Track-Keeping board usually concerns things that affect all players and the game in general. The following are included in it:
  • Wind Direction and Strength.
  • Weather.
  • Amount of Annustaria Breakers.
  • Annustar Damage Value.
  • Annustaria Breaker Possibility.
  • Player Actions.
  • Ceasefire.
  • Crown Availability.

11.2 Wind Direction and Strength Section:

This section of the Track-Keeping Board is dedicated to keeping track of the conditions of the wind. These conditions include direction, strength, and whether there is even wind at all. Due to these multiple variables, the section on wind could be more complicated than other sections of the Track-Keeping Board.

The “Wind Direction and Strength” section contains a crosstab containing most of the combinations that a player could roll. The horizontal axis covers direction, while the vertical axis covers strength. The blank squares represent the possible combinations, and the game refers to them as spaces. For example, if the wind is currently heavy and southbound, the marker would be moved to the blank space that is below the south square and to the right of the heavy square.

Finally, it is possible in Ludicrous Ludo for there to be no wind at all. In this case, there is a square in the top right of the crosstab with the word “none” in it. The marker is placed in that square to signify that there is no wind at all.

​After the player with the god token makes the roll for determining wind, that person should then place the marker on the appropriate square or space within the “Wind Direction and Strength” crosstab. In Multi-Player Parties Mode, this should be done by the player with the Special Tasks Sargent role within that party.

11.3 Weather Section:

There is a section titled “Weather” that comprises the different types of weather patterns written inside of each of them. This section is used to keep track of the current weather. Whenever the weather changes, the player with the god token should then place the marker on the space under this section that says the corresponding type of weather. In Multi-Player Parties Mode, this should be done by the player with the Special Tasks Sargent role within that party.

11.4 Amount of Annustaria Breakers Section:

The section titled “Amount of Annustaria Breakers” tracks the number of Annustaria Breakers that have occurred during the match. If the marker has not already been moved to the 6+ space, the player with the god token moves the marker forward one space every time an Annustaria Breaker possibility starts. If the marker is at the 6+ space, it cannot be moved any further.

11.5 Annustar Damage Value Section:

The section titled “Annustar Damage Value” tracks how much damage the Annustar (the fabric of reality in the Ludicrous Ludo universe) is currently at. It cannot exceed 20 and will remain at 20 if pushed above this number. When there is a rule or effect that deals damage to the Annustar, the player whose party has done something to damage the Annustar moves the token right by the number outlined in the rule or effect. If the damage is not the result of something that a party has done, the player who currently has the god token moves the marker. 

At the beginning of every night phase, if the value is above one but below 20, move the token left by one. The person who currently has the god token moves the marker.  In Multi-Player Parties Mode, this should be done by the player with the Special Tasks Sargent role within that party.

11.6 Annustaria Breaker Possibility Section:

The section titled “Annustaria Breaker Possibility” is responsible for keeping track of the Annustaria breaker possibility that is currently in effect, if there is any at all. Whenever an Annustaria Possibility comes into effect, the player with the god token should then place the marker on the space under this section, which is the same number as the possibility occurs in the table below. In Multi-Player Parties Mode, this should be done by the player with the Special Tasks Sargent role within that party.
Picture
Picture
When an Annustaria Breaker possibility ends, the marker is moved back to the “none” space within the area. This is done by the player who currently has the god token. In Multi-Player Parties Mode, this should be done by the player with the Special Tasks Sargent role within that party.
​

There could be two Annustaria Breaker possibilities at the same time if one of them is “Annustaria Breaker True.” At times when this does not occur, place the other marker for this section on a blank area of the Track-Keeping Board.

11.7 Player Actions Section:

This section of the Track-Keeping Board is dedicated to tracking specific actions that parties can take. The actions that are tracked have their effects extended to either later in their turn or the beginning of their next one without giving a status condition. Each player has their part of the section, meaning that, like the Wind Direction and Strength Section, this section is a crosstab with two axes. The blank squares represent the possible combinations and are referred to as spaces. Finally, for this section, there will need to be a marker for every party participating in the match, up to 4.

In the crosstab, the vertical axis refers to the party that did the action, while the horizontal axis refers to the action that was done, if any at all. For example, if the blue party performs the “Running Punch” action, the marker for the blue party would be moved to the blank space that is below the Running Punch square and to the right of the square that says blue.

Whenever a party performs either the “Dodge”, “Running Punch”, or “Sneak” action, the owning player moves their party’s marker for the section to the appropriate space. This ruling applies when a creature controlled by the party performs one of these actions. In Multi-Player Parties Mode, this should be done by the player with the Special Tasks Sargent role within that group.

​When a player’s marker is set on “Dodge” or “Sneak” during their previous turn, they must place their marker back to “None” at the beginning of their turn before starting their turning phase. When a player’s marker is set on “Running Punch” during their current turn, they must place their marker back to “None” at the end of their turn, even if they were not able to use the running punch.

11.8 Ceasefire Section:

This section of the Track-Keeping Board is dedicated to tracking the amount of time that has passed in the game when using the optional ceasefire rules. This section should only be used if the match uses the optional ceasefire rules.

​Whenever the god piece reaches the end space of the calendar, move the marker to the space with the following sequential number. For example, the space with a 4 on it is after the space with a 3 on it. The player who currently has the god piece moves the marker. In Multi-Player Parties Mode, this should be done by the player with the Special Tasks Sargent role within that party. When the token reaches the 12th space of the meter, the game instantly ends.

11.9 Crown Availability Section:

This is another crosstab section of the Track-Keeping Board. It marks whether or not a player has already sent out a piece with a crown, which can only be done once per match. All of the tokens start out on “Available.” Once a player sends out a piece with a crown, they move their token under their color to “Used.”
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