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Ludo

Roll a six, race around the board and bring all four pieces home.

GAME GUIDE

How to play Ludo

Ludo is a race to bring four pieces from their base around the board and into your home column. A Six gets a piece started and grants another roll. Captures can send an almost-finished rival all the way back.

Race board game2–4 playersFree · no download

Start a game

  1. Roll the die on your turn.
  2. Use a Six to bring a piece out of base, or move a piece already on the track.
  3. Choose one of the highlighted legal pieces.
  4. Travel around the 40-square track and into your four-square home column.
  5. Bring all four pieces home before the other players.

Starting and moving

Each player has four pieces in base. A piece can enter the board only after a Six. Every Six grants another roll. Once a piece is in play, move it by the number shown on the die.

You cannot land on a square occupied by one of your own pieces. If none of your pieces can make a legal move, the turn passes. Near the finish, a piece needs the exact roll; a roll that would take it too far cannot be used for that piece.

Capturing and returning home

Landing on an opposing piece sends it back to its base. It must roll another Six to re-enter. This implementation has no safe squares on the shared track, so even a piece close to home may be captured.

Pieces completing their circuit enter their own home column. The winner is the first player to finish with all four pieces, not the first to finish with one.

Example: choose which piece to risk

If one piece is near home but cannot use the current roll exactly, look for another legal piece. Having several pieces on the board gives you choices rather than forcing every roll onto the same runner.

Before moving into a rival’s reach, count the distance behind you. Capturing an opponent may be useful, but consider whether it exposes your piece to a quick counter-capture.

Playing with more opponents

Two-player games give more room to race. At a table of three or four, more pieces share the track and captures become more frequent. Balance bringing new pieces out with advancing those already close to home.

Keep two or three pieces active when practical. A single runner offers no alternative when its only legal move is risky; too many undeveloped pieces can leave you waiting for Sixes later.

Strategy and useful habits

  • Keep several pieces available so a roll offers choices.
  • Check capture distances before selecting a piece.
  • Use exact finishing rolls while they are available.
  • Judge a capture against the risk of being sent back yourself.

Common mistakes

  • Assuming the starting square is safe from capture.
  • Trying to occupy a square with your own piece.
  • Forgetting that the finishing move must be exact.
  • Moving only one piece through the whole game.

Questions and answers

Does a Six give another roll?

Yes. Every Six gives an extra roll.

Can I move out of base without a Six?

No. A Six is required to enter the board.

What if a roll is too large to finish?

That piece cannot use it. Choose another legal piece if one exists.

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