Rules v. 1.4 updated 9/8/25 - Added mini-game option and support for 5+ players.
Rules v. 1.3 updated 8/29/25 - Changed number or tiles to draw at beginning (11 to 3), and adding a draw at the end of each move.Â
Rules v. 1.2 updated 8/10/25 - General clarity update
Components
A big space to play
1 Start Tile
11 tiles per player, any piece that follows the guidelines below may be added (see Rule 3.10 for games with 5 or more players). All tiles are shared once the game begins, for each player there must be:
At least 1 Plus tile
At least 1 Minus Tile
At least 1 Turn Tile
At least 1 Blank Tile
Two 6-sided dice
One gamepiece per player
Some way to track your points, a dial, a tracking board, pen and paper, etc...
Game Set up
Place the start tile in the center of the game space
Add all tiles to the pot
Each player puts their gamepiece on the start tile
Pre-game
All of the tiles are added to the pot upside down.
Each player takes 3 tiles randomly (ie. without looking) from the pot.
Each player puts down 1 tile to start the path and drawes a tile.
Roll to determine who goes first (highest number)
Each player takes a turn:
Roll the dice and move the gamepiece forward the number indicated
Perform whatever action is indicated on the tile, this may continue through several moves as movement may trigger other tiles.
Add or delete points once the gamepiece has come to rest using your counter. Unlike your bank account, you cannot go negative.
Add a tile to the path and draw a tile from the pot until all tiles are on the board.
Winning the game
The first player to reach 5 points wins and the game ends.
Don't take this game too seriously, feel free to change the rules if you want.
The Duel: If another player’s gamepiece is already on the tile you move to, both players roll one die. The player with the highest number stays, the other returns to the start. It’s very important that you look very seriously into the other player’s eyes when you do this, think Clint Eastwood in the Good, the Bad, and the Ugly. Also, if you roll the same number, roll again.
Continue past the end: If a roll takes you past the end of the path, loop back to the start and continue moving down the path. If you are going backwards past start and there are multiple paths, choose which path to follow.
Landing on Start: If you stop on the start tile, you get 1 point. Passing start doesn't do anything, this isn't monopoly!
Infinite Loops: If a gamepiece gets stuck looping between two tiles, move to one tile past the end of the loop. No action is taken.
Path Division: If a tile causes the path to divide into multiple subpaths, so be it, the end of each path returns to the start. If one subpath runs perpendicular into another, it ends.
Tiles Pot: Each player starts the game selecting 3 tiles at random from the pot. Turn over the tiles in the pot to make it even more random.
Community Tiles: Prior to the game, each player adds 11 (or less see 3.10) to the pot, but they will become community once you put them in. If you want to change tiles from your collection (we all know you have a huge collection of tiles) you can do so before the next game.
Removing Tiles: if a tile is removed from the middle of the path, the two tiles on either end come together to keep the integrity of the path. Tiles should go back to the pot to be redistributed to players, unless the tile power says otherwise.
Games with Five or more players: Each time the player count goes over a multiple of 4, subtract 2 from the number of tiles each player adds. Ie:
1-4 Player: 11 tiles each
4-7 Players: 9 tiles each
8-11 Players: 7 tiles each
12-15 Players: 5 tiles each
16+ Players: You need to rethink your priorities in life
Standard Tiles:
Start Tile: A 50m round tile with an arrow facing out [fig 1]
Blank Tile: A 50x25 chevron, no action [fig 2].
Turn Tile: A 50x50 left turn, no action [fig 3].
Action Tiles
Plus Tile: A 50x25 tile with +1 on it, adds one point.
Minus Tile: A 50x25 tile with -1 on it, deletes one point.
➡️ [X] or Go [X]: Move forward X spaces
⬅️[X] or Back [X]: Move back X space
Other Tiles: Read the instructions on the tile, if not clear see Tile Powers 3 below.Â
Tile Design and Construction
Tiles may be 3D Printed, lasercut, printed, hand carved, whatever as long as they correspond to the rest of these rules.
All tiles must fit within a 50x50 square, with the exception of the exit arrow(s). Tiles that don't fit in that space should be considered special cases and may be voted on before accepted to the pot.
Tiles should be basically 3 mm tall (roughly â…› inch), borders may be up to 1mm high, writing should be inset if in the pathway.
All words must be legible to everyone seated at the gametable.
Tiles must be constructed so that they will hold up to multiple rounds of gameplay.
All tiles must have an unobstructed 50x25 pathway from one side to the other with an entrance arrow and exit arrow See fig 2.
Some tiles will have multiple directions of travel, please indicate on the tile how that decision is made.
Tile Powers
Tiles may have any powers you can think up, except:
Instantly winning or losing the game
Force someone to do something out of the game, like drinking, standing up, singing, etc…
Injure a player, gamepiece, tile, or anything really.
Cause a player to skip more than one turn.
Causing a rupture in space and time, creating an Into the Spiderverse type issue.
Tile’s powers are triggered when a gamepiece lands on them.
If a tile’s powers are not clear, they are open to interpretation by a vote of all players, majority rules.
Any player may call for a vote at any time to remove a tile from the game space, majority rules.
Fig 1
Fig 2
Fig 3
The standard gampiece is a 16x32 piece [fig 4a], if you are hosting a game print a few of these in different colors to be a good friend.
Anything can be used as a gamepiece as long as:
It basically fits into the 16x32 footprint, this is the standard size of a pawn from chess.
It doesn’t hurt anyone or anything or cause a mess.
It isn’t offensive to anyone at the table
To help, we have included a base that can be merged with small items in your 3d printing program to create gamepieces [fig 4b].
If two gamepieces are so similar that they can’t be easily told apart at a glance with aging eyes, someone needs to change. If nobody volunteers, try a duel (Additional Rules #2).
Fig 4
Mini Games can be added to Ludicrosity, these are intended to add additional functionalities, sidequests, etc...
Mini Games can only be added with the unanimous consent of everyone playing the game.
Mini Games Must:
Have an accompanying 4X6 size instruction sheet that explains in plain words how to play the Mini Game.
Utilize the tile trigger structure of Ludicrosity, ie. a tile triggers a move.
Have fair rules that don't give anyone an advantage or disadvantage.
Allow for the free travel of all gamepieces around the board, no gamepiece jail or whatever.
Mini Games Must not:
Allow anyone to automatically win the larger game, or to lose the larger game.Â
Award more than a total of 3 points, or take away more than a total of 3 points.
Be so Cumbersome that they break rule 3.1 Don't take this game too seriously