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PROJECT ANNUSTARIA
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Chapter 2: Set Up.
​Most board games need a section on physically setting up the game. Ludicrous Ludo is no different. The physical materials required for this game may seem like a lot (I understand it is). Still, the upcoming chapters will make setting up these materials as simple as possible.
2.1 Needed Materials:​
  • A physical or digital copy of this book (recommended but not necessarily required).
  • Filled out party sheets for each player (more on this later).
  • At least one set of role-playing dice per player. Having 4 sets per player is recommended. A set typically includes:
    • A four-sided die (d4).
    • A six-sided die (d6).
    • An eight-sided die (d8).
    • A ten-sided die (d10).
    • A twelve-sided die (d12).
    • A twenty-sided die (d20).
  • Four sets of four colored pieces, with two pieces in each set that are distinguishable from the rest and from each other. Additionally, the pieces must have a direction that allows them to face clearly. Alternatively, one or more players could use the optional printable tokens found in Printable Asset G.
    • You would need either general game pawns that follow this description or painted minis. Alternatively, one or more players could use the optional printable tokens found in Printable Asset G.
    • If everyone is bringing their pieces, each player must bring their own.
  • A piece or token for each player dedicated to representing tanks. These might be distinct from the other pieces previously listed. Alternatively, one or more players could use the optional printable tokens found in Printable Asset G.
  • The three boards printed out on sheets of paper. They can be found in this book's “printable goods” section of the book.
  • 104 cards, preferably printed from Printable Asset D. Players could also use notecards for creating cards for this game.
    • 3 cards dedicated to each spell.
    • 4 cards dedicated to each meta-magic.
  • A pencil is recommended for each player when using physical party sheets.
  • A paper football, either one for all players to share or one for each. You may use a piece of paper to fold into a paper football.
  • Mini-d6s or mini-d10s are recommended for keeping track of status conditions or structures. Alternatively, one or more players could use the optional printable tokens found in Printable Asset G.
  • 2-4 players for regular play or just one player for the single-player mode.
  • 14 pawns that will act as markers on the Track-Keeping Board. Alternatively, players could use the required printable tokens found in Printable Asset F.​

2.2 Needed Materials for Optional Rules:

​More information about this section is contained within the complete edition of Ludicrous Ludo.

2.3 Basic Terminology:    

The game has specific terminology associated with its various objects. The terminology categorizes these objects, which affects how they function under the game’s rules and mechanics. The following are listed below, including what falls under each category:
  • Pieces: Pieces are the four pawns or miniatures that start within your yard. They are generally available and on the board for the entire game. Within the rules, the terms “piece(s)” and “party member(s)” will be used interchangeably. Finally, the extra piece summoned by the “summoning simulacrum” spell is considered a piece while it is on the board, but is set aside while not in use.
  • Creatures: This includes any object within the game that can move on the pathway, take damage, perform actions, or similar mechanics, but is not considered a piece. An example of a creature is the Phantom King. When a piece is morphed into a creature through the morphed status condition, it is considered both a piece and a creature.
  • Structures: items that are able to act independently of the party members. However, they still often require actions or bonus actions on a player’s turn to activate. They are often only able to occupy structure spaces.
  • Entities: This term encompasses pieces, creatures, structures, and even tanks. An entity is a component within the game that is able to interact with its rules and mechanics. Almost all objects within the game are considered entities.
  • Attacker: An attacker is a term used to describe an entity that intentionally attacks another entity. This title usually only lasts until the interaction in which this occurs is over.
  • Spellcaster: A spellcaster is a title given to an entity that is currently casting a spell. This title usually lasts until the spell is over.

2.4 Board Terminology:
  • The Main Board: The board with the four corners, each with a different color.
  • The Calendar Board: the one with many spaces, each with a number on it.
  • Track-Keeping Board: the one that helps keep track of some mechanics by having various rows containing different sets of spaces.

​2.5 Space Terminology:
  • Yard: where your pieces start at the beginning of the game. The yard is in each corner of the Main Board, containing four circular spaces where players can place pieces.
  • Home: where you try to get your pieces to. They are marked by each player's corresponding color near the middle of the board. The strip of colored pieces, including the triangle at the top, is called each player’s “home area.”
  • Pathway: refers to all other spaces on the Main Board.

2.6 Placing the Boards on the Table:

First, set the Main Board on the table so that every player can easily reach it, while still giving room for players to store their party sheet, die, and rolling area. Next, set the other two boards next to the main one, following the rules listed in this section. How the three are placed together depends on the number of parties participating in the match, as well as which colors are being used:
  • 1 Party (single player mode): When only one party is in a match, that player may set the three boards wherever they please, as long as the boards do not obstruct the view of each other or the party sheet.
  • 2 Parties: When two parties are in a match, first choose which two colors will be used. After selecting, refer to the following:
    • Red and Yellow: place the Calendar Board in front of the green side, with its bottom facing the Main Board. Next, place the Track-Keeping Board in front of the blue side, with its bottom facing the Main Board.
    • Green and Blue: place the Calendar Board in front of the yellow side, with its bottom facing the Main Board. Next, place the Track-Keeping Board in front of the red side, with its bottom facing the Main Board.
  • 3 Parties: When three parties are in a match, the unused color of the other boards faces that color’s side. Make sure to place the Calendar Board to the left of the Track-Keeping Board, with both of their bottoms facing the Main Board.
  • 4 Parties: When four parties are in a match, place the Calendar Board next to the corner between red and green (next to where red’s yard is). Ensure that its bottom faces towards the Main Board. Next, place the Track-Keeping Board next to the corner between yellow and blue (next to where yellow’s yard is). Ensure that its bottom faces towards the Main Board.

2.7 Setting Up the Boards:

First, every player must make a party sheet, which chapters 15-23 will describe in depth. I highly recommend that a player read through all the rules before creating a party, as doing so will help them make a party that better fits their playstyle and gameplay.

Second, every player chooses which color to play, if this has not already been decided for them. If there are only two parties within the match, they must choose colors across from each other. In essence, either only red and yellow are used, or only blue and green are used.

Next, each player sets their corresponding pieces into their yard spaces. The yard is in each corner of the Main Board, containing four spaces with small white circles inside them where players can place their pieces. The Main Board is the one with the four corners, each with a different color. It does not matter which one of the four circular spaces the leader piece occupies, or any other of the pieces, for that matter.

Then, put the god piece onto the first space on the Calendar Board. The Calendar Board is the one with many spaces, each marked with a number. After that, every player places their tank token on the shield space in their yard. A shield designates this space.

​Finally, set the Track-Keeping markers on their correct starting spaces. The correct starting spaces go as follows:
  • Place the marker for the “Wind Direction and Strength” section on the “None” space within that section of the Track-Keeping Board.
  • Place the marker for the “Weather” section on the “Normal” space within the section of that Track-Keeping Board.
  • Place the marker for the “Amount of Annustaria Breakers” section on the “0” space within the section of that Track-Keeping Board.
  • Place the marker for the “Annustar Damage Value” section on the “0” space within the section of that Track-Keeping Board.
  • Place one of the markers for the “Annustaria Breaker Possibility” section on the “None” space within the section of that Track-Keeping Board.
  • Place the other marker for the “Annustaria Breaker Possibility” section on a blank part of the Track-Keeping board.
  • Place each of the markers for the “Player Actions” section on the “none” space within the section of that Track-Keeping Board. Only place then on the “none” spaces of parties that are being used, with each “none” space getting exactly one marker.

2.8 The Spell Deck:

Someone would need to shuffle the Spell Deck. Every player makes a contest roll to decide who shuffles, adding their magic modifier. If there is a tie, the tied players reroll. The player who got the highest roll either gets to shuffle the Spell Deck or pass the opportunity on to the player who got the next highest. If all players but the lowest passed, the lowest must shuffle.

After doing all of this, the player who shuffled places the deck in an area described later in this section, if possible. Finally, all players draw a spell card, starting with the player who shuffled and continuing clockwise. The following describes how to place the Spell Deck:
  • 1 Party (single player mode): When only one party is in a match, that player may set the Spell Deck and potential discard pile wherever they please, as long as it does not obstruct the view of any of the boards or the party sheet.
  • 2 Parties: When two parties are in a match, place the Spell Deck beside the top of the Calendar Board, on the side that is opposite the Main Board. Next, place the potential discard pile beside the top of the Track-Keeping Board, on the side that is opposite the Main Board.
  • 3 Parties: When three parties are in a match, place the Spell Deck beside the top of the Calendar Board, on the side that is opposite the Main Board. Next, place the potential discard pile beside the top of the Track-Keeping Board, on the side that is opposite the Main Board.
  • 4 Parties: When four parties are in a match, place the Calendar Board next to the corner between green and yellow (next to where green’s yard is). Ensure that its bottom faces towards the Main Board. Next, place the Track-Keeping Board next to the corner between blue and red (next to where blue’s yard is). Ensure that its bottom faces towards the Main Board.

2.9 Player’s Party Sheet Set Up:    

Each player should ensure they have the party sheet they will be using for the match. Each player should also make sure that their party sheet is ready for the game. The process includes doing the following:
  • Ensure the party’s HP is set to its maximum, and adjust it if necessary. Marking the party’s health could be done with a d12 or other die.
  • Making sure that each ranged and hybrid weapon has its maximum ammunition set as its current supply, unless said otherwise, and changing it if not.
  • Making sure the party’s catgirl girlfriend’s or catboy boyfriend’s relationship value is set to 12, and changing it if not.
  • Ensure that the party’s prayer points are set to 10.
  • Ensure that the party’s “Available Boosts” are all set to “Y” or “Yes.”
  • Ensure the player’s foul amount on the sheet is set to 0, and update it if necessary.
  • Ensure the player’s dice-off-table penalty amount on the sheet is set to 0, and adjust it if necessary.

2.10 Starting the game:

Every player makes a contest roll to decide who goes first, adding their speed modifier. Whoever gets the highest goes first. If there is a tie, the tied players reroll, but the reroll cannot be higher or lower than a player who was not in the tie. If the players agree to it beforehand, they may choose to move seats to reflect the order in which each player rolls from highest to lowest. If the players decide not to do this, then play starts with the player who rolled highest (or has the Quick Start perk) going first, with play continuing clockwise.

Give the player who is going first the starting token. They will have it for the rest of the match, unless said otherwise. Then, give the player who is going last the god token. In a two-player game, the player who does not go first receives the god token.
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