Game Kits are gameplay companions created by the community. They walk you through setup, track round steps, organize scoring, and manage special roles — all tailored to a specific board game. Using a Kit during play keeps everyone on the same page and makes complex games much easier to run.

What's in a Kit

Every Kit contains some or all of these components:

Setup Steps

Setup steps checklist with sections and checkmarks

An ordered checklist to prepare your game. Steps are grouped into sections (e.g., "Components," "Player Setup," "Game Board"), with descriptions and optional images for each. You work through them in order when you create a live session.

Round Steps

A recurring checklist for what happens between turns or rounds — things like "Resolve player actions," "Check for end-game condition," or "Collect resources." You reference this throughout play.

Score Sheet

Score sheet with categories, per-player values, and auto-totals

The scoring template. It has rows for each scoring category (e.g., "Gold," "VP from Settlements," "Leader Bonus") grouped into logical sections. You fill in per-player values, and the app auto-totals. Some Kits support per-round scoring for games with incremental points.

Roles and Colors

Character types, factions, or player colors with optional images. Useful for games where players choose roles at the start. When a player's role isn't on the kit's list (a class unlocked partway through a campaign, which kits leave out so they never spoil it), pick Other… in the role field and type it.

A published kit: configuration, roles with portraits, colors, and its score sheet

Randomizers

Attach a randomizer to any setup step to make those fiddly setup draws instant — dealing out factions, picking a map layout, choosing which modules are in play. You list the options (or reuse the kit's roles), decide how many get drawn, and whether repeats are allowed.

Two touches worth knowing: the number drawn can change with player count, and options can carry states — so a tile can come up "side B" or "rotated 90°" as well as simply being chosen.

Not everything should be random. A randomizer can instead let the table choose its options, for scenarios, missions or maps people pick on purpose.

Expansion and Module Support

Board games evolve. Kits handle this by tagging content to specific expansions or modules:

  • Setup steps, round steps, and score rows can all be tagged to expansions
  • When you start a session, you select which expansions are active
  • Only relevant content shows — expansions you didn't select are hidden
  • Replacement content swaps base-game items when an expansion is active. For example, a new scoring category might replace a base-game one

This keeps the Kit clean and focused on what you're actually playing.

Player Count Awareness

Setup and round steps, score rows and whole score categories can be tagged with the player counts they apply to: exact counts, a range, "3 or more" or "2 or fewer", up to the game's own maximum. Ludoya then shows only what matters for the number of players you've actually got — so the two-player setup variant appears when you're playing two, and stays out of the way when you're playing four.

A kit can also say which player counts it's made for. Pick it for a table outside that range and the picker warns you, though you can still use it.

Randomizers can vary by player count too: the same randomizer can draw three cards at four players and five at six.

What a Score Row Asks For

Each score row says what players fill in, under Players fill in in the row's editor:

  • A number — the points, typed in. Give it points per item (4 per ruby) and players type how many instead: the sheet works out the points and shows them in the cell. An item can cost points too (-3 per wound).
  • A tick — yes or no, like longest road. Give it points for a tick and a ticked box scores them.
  • One option of a list — players pick one, like a character's level. Each option can score its own points, and renaming or reordering the options later leaves old plays pointing at the option they picked.
  • What's left of a start — an end value out of a start, like 2 of 3 lives. Set the usual start on the row; at the table, tap "of 3" beside the row's name to change it for that game (an easier start of 6). These never add to the total: the same number means a different game from a different start.

A row can also be:

  • A win condition — meeting it wins the game outright, whatever the totals say. Usually a tick; tick Players type which one for games won by one of several numbered conditions (mission cards), and players type the mission's number instead. Any number but 0 is a win, and the play remembers which one it was.
  • A tiebreaker — asked only when the top totals tie, and only of the tied players. Choose whether the higher or the lower value wins the tie.
  • Not added to the total — a count the game keeps but doesn't score, shown in its place on the sheet.
  • Just for stats — something you want to record for your stats, not part of the game's score (rounds played, cards left). It never counts towards the total and sits apart, under its own Stats heading below the result.

Using a Kit During Play

Select When Logging a Play

When you start a live session, choose which Kit (if any) to use. If you've set a default Kit for that game, it's picked for you. Use by default for this game, under the chosen Kit, makes it your default for the game (tap it again to stop); × takes the Kit off this play only and leaves your default as it was.

Work Through Setup Steps

The app guides you step-by-step. Check off each item as you complete it. Skip steps if they don't apply to your session.

Use Round Checklist Between Turns

Refer to the round steps anytime you need a reminder of what happens next in the turn structure.

Fill in Score Sheet

Enter scores directly into the Kit's score sheet. The app totals everything for you.

Real-Time Sync

If multiple players are using the app during the session, everyone sees updates instantly. Setup progresses, scores update, and no one falls out of sync.

Finding Kits

On the Game Page

Open any game and find the Game Kits section. The Ludoya kit, the one Ludoya writes from the rulebook and anyone can improve, comes first, then the rest with your language first and by popularity, and each one previews what you're getting: how many people use it, and how many roles, setup steps, round steps and score rows it contains. Private kits carry a lock.

On a Creator's Profile

Visit someone's profile to browse every Kit they've made.

Picking One Automatically

Set a kit as your default for a game and it's chosen for you every time you play it, on every device you sign in on: tap Use by default for this game under the kit in a play, tick Default for this game on the game's kits, or answer yes when picking a kit asks.

Without a default, Ludoya picks the game's Ludoya kit when it has one. Otherwise it only auto-selects when there's a clear winner — a kit in your own language that's both the most used and the best rated. If nothing stands out, it leaves the choice to you rather than guessing.

In Your Language

Kits show in the language you use Ludoya in. A kit written in another language is translated for you, and its badge says so. Spotted a clumsy translation? Improve translation on the kit's details shows the original next to the translation and takes your fix. Copying or exporting a translated kit gives you a kit in that language. The kit's details also list everyone who contributed to it.

Creating a Kit

Anyone can create a Kit for free. The process is simple:

Multi-Step Editor

Game Kit editor showing the multi-step creation flow

  1. General — Name and language (required)
  2. Campaign (optional) — Define world or character fields for multi-session campaigns
  3. Setup — Add checklist items grouped into sections
  4. Rounds — Define recurring turn-structure steps
  5. Scoring — Build the score sheet with categories and rows

Pro Mode

Pro Mode toggle revealing expansion and module management

Toggle Pro Mode to reveal:

  • Modules — variants and mini-expansions you can tag content to
  • Roles and colors — factions, characters, player colours
  • Campaign support — the multi-session fields described below
  • Drag-to-reorder for steps and score rows
  • Total calculation — when a score sheet has several categories, choose whether the total is the sum of all rows, the highest category, or the lowest

You don't need Pro Mode to make a useful Kit — plain kits work great for most games.

Only Name and Language Are Required

Everything else is optional, but there's more available than you might expect: mark the game cooperative, have the kit choose a starting player, turn scoring off entirely for games that don't have any, set a round count, score per round, give players starting points, or flag that lower is winner for golf-style scoring. Individual score rows can be marked as a win condition, or tied to a module, an expansion, or another row they replace.

Keeping a Kit to Yourself

Tick Don't share this kit and it stays private — it won't appear in the game's kit list or the community feed, and only you can see and use it. Perfect for house rules, or for a kit you're still building.

Copying a Kit

Found a Kit you like but want to change something? Choose Copy Game Kit. You get your own editable duplicate, and the original is untouched — the polite way to build on someone else's work.

Campaign Fields

For games that span multiple sessions (legacy games, RPGs, campaigns), Game Kits can define special fields:

Global Fields

Describe the world state — things like "Current Day," "Kingdom Stability," "Threat Level." All players see these.

Character Fields

Per-player state — like "HP," "Experience Points," "Inventory," "Character Class." Each player has their own values.

Supported Field Types

  • Text — Open-ended notes or descriptions
  • Number — Quantities, scores, health
  • Toggle — Yes/No states (e.g., "Has Magic Stone")
  • Selection — Dropdown choices (e.g., Class = Fighter/Mage/Rogue)
  • Image — Upload a photo or portrait
  • Role — Link to a character or faction defined in the Kit
  • Color — Assign a color

Import and Export

Exchange Kits as JSON files — export yours to share or back up, import someone else's to use as your own.

This one is web only. The mobile apps have no file picker for it, so if someone sends you a .json Kit you'll need a browser to bring it in. Sharing Kits between Ludoya users doesn't need any of this: open the Kit's page and tap Copy, which works everywhere.

Social Features

Like a Kit to show you use and love it, and comment with tips or questions — open a kit to find both. Community feedback is how creators know what to improve.

Want your own version? Copy any kit and edit it freely, or export it to move it elsewhere.