How to play Ludo

Ludo is a race. Four tokens sit in your corner, one die is shared by the whole table, and every token has 57 squares to walk before it reaches the middle. Roll a six to get one out, land on somebody and send them back to their corner, and bring all four home first.

Players
2, 3 or 4
What you need
One die, and four tokens each
How long
About twenty minutes with four players, under ten with two

What the game is

Ludo is a race round the outside of a cross-shaped board. Each seat has four tokens, all of them shut in a corner yard at the start, and there is one die that everybody uses. A token walks 57 squares to finish: 51 on the ring the whole table shares, then five up a private column in its owner's colour, then the middle. Get all four of yours there and the game is won.

Two things make that a game rather than a walk. You choose which of your tokens uses the number, so a roll is a decision and not only a distance. And the ring belongs to everybody, so landing on somebody else's token sends it back to their yard to begin its lap again.

Nothing is hidden. Every token is out on the board and the die is thrown in the middle, so a person watching over your shoulder knows exactly as much as you do.

The board

The shared ring is 52 squares long and runs all the way round the cross. Each seat joins it at its own start square, and the four start squares are 13 apart, one to each arm of the board. From there a token walks 51 squares of the ring before it turns off into its own colour.

Eight of the 52 are safe, and each of those carries a printed star. The four start squares are four of them. The other four sit eight squares further on from each start square. A token standing on a star cannot be sent home by anybody, so two colours can share one quite happily, and the eight of them are the shelters you plan a lap around.

Counting from your own yard, that means you are safe on the 1st, 9th, 14th, 22nd, 27th, 35th, 40th and 48th square of your lap. There are always eight of them, whether two seats are playing or four, so at a two-seat table two of the eight belong to corners nobody is sitting in. Those are free parking for whoever reaches them.

Your start square and the next star, eight squares on. Eight of the ring's 52 squares carry one.

A turn

  1. Roll the die. Tap it where it sits on the board, or press the button at the bottom of the screen. They do the same thing.
  2. Choose which token uses the number and tap it. A ring is drawn on every square one of your tokens could land on, so you can see all the answers before you pick one. Tap the token again, or press Move, and it walks.

Roll, then choose. That is the whole turn, and the second half is where the game lives: bring a new token out, run one towards the column, or spend the number chasing somebody down the board.

You cannot pass, and you cannot keep a number for later. If the face can be used at all, it must be. If none of your tokens can use it, the turn simply ends and the next seat rolls, and that is just as true of a six as of anything else.

When the number can only be used one way, the app plays it for you instead of asking. Four tokens still penned and a six is four taps with one outcome, and so is most of the endgame. A tap with one possible result is not a decision, so the board makes it and moves on.

A four has landed. Now the half that is a game: which of your tokens walks four squares.

Coming out of the yard

Every token begins in your yard and needs a six to leave it. Roll one and a token is placed on your start square. Placed, not walked: the six is the key to the gate and is spent on opening it. A token that has just come out is one square into its lap, not six.

A six does not force you to come out. If you already have tokens on the ring, the same six can walk one of those instead, and quite often that is the better use of it.

Coming out never sends anybody home, because your start square is one of the eight stars. An opponent can park a token on your start square and sit there perfectly safe, and from inside the yard there is nothing you can do about it.

If the sixes are being unkind there is a setting that lets a one open the gate as well. A one frees a token exactly as a six does, but it does not hand you another roll, so the turn ends there. With tokens both penned and on the board, a one is then a choice rather than an order.

A six lifts one token out of your yard and onto your start square. It does not walk it six squares.

Sending a token home

Land on a square an opponent is standing on and their token goes straight back to their yard, all the way to the beginning. That is the whole of it. There is no bonus, no points and no extra distance. The reward is the die coming straight back to you.

You take what is standing on the square you finish on, and nothing else. Tokens you walk over on the way are untouched, however many of them there are.

If two or three opponent tokens are sharing one plain square, landing there sends every one of them home together. Your own tokens are never in danger from each other, and any number of yours may stand on one square, so in your own colour it is only a crowd.

None of this happens on a starred square, in anybody's column, or in the middle. Once a token turns off the ring it is out of reach for the rest of the game.

The same four squares, but the green token is on a star. It stays exactly where it is.
Four squares apart. A four here sends the green token back to its yard.

The last five squares

After 51 squares of the shared ring your token turns off into a column of five squares in your own colour. Nobody else may walk there and nothing can be captured there. Five squares, and the sixth step is the middle, which is 57 from the yard.

The finish is exact. A token two short of the middle needs a two and can do nothing with a three, a four, a five or a six. That is not a house rule and there is no setting to soften it. Late in a game you will spend whole turns waiting for one particular number, and the faces you cannot use go to whichever of your tokens is still further back.

Every token that reaches the middle hands you another roll, always, with no setting attached. And the game stops dead the moment one seat has all four there. Nobody plays on for second place, so the board is put away exactly as it stands.

A token two squares from the middle. The two takes it home and the three is no use to it.

Rolling again

Three things hand the die straight back to you: a six, sending an opponent home, and getting a token to the middle. The first two can be switched off before the game starts. The third cannot.

Only one reason is announced even when two apply at once, and the order it picks from is capture, then home, then six. A turn handed back this way has no limit of its own, so a good run can go on for a while.

The exception is three sixes in a row. On the third one the turn ends before the face can be used at all. Nothing is undone: the two tokens the first two sixes moved stay exactly where they are. This is not the version where the last token moved goes back to the yard.

A face nothing can use is not a reason to roll again either. There is nothing to roll again for, so the roll is wasted, the log says so, and the turn passes to the next seat.

The third six in a row ends the turn. What the first two moved stays where it is.

How a game ends and what it is worth

The first seat to get all four tokens to the middle wins, and a game won is worth exactly 1. Nothing else is counted. Not captures, not how far ahead you were, not how many tokens anybody else got home. Across a run of games the scoreboard is simply games won.

While a game is running, the number beside each name is tokens home out of the number needed to win, so 2/4 means two of four. Under the status line there are two more, for your seat only: how many of your tokens are still penned, and how many squares your four have left between them. The second starts at 228 and ends at 0. In Watch mode, where every seat is a bot, both of those are blank.

If 1000 rolls go by and nobody has finished, the game is a draw. That is 1000 rolls for the whole table rather than each, and it ends the game for everybody however far ahead somebody was. Nobody scores, and any coins staked go back to the people who put them in.

Against the bots here you can start another game as often as you like, and the tally carries on until you leave the table. An online room plays one game, and that game is the match.

Things worth knowing

  • Getting a second token out is usually worth more than running the first one further. One token on its own can be sent back to the beginning by anybody, and then you are where you started.
  • Count backwards from the person behind you. A token six squares or fewer in front of somebody is in range of one die. Seven or more and they need two turns to reach it.
  • A token that has just come out is standing on a star, and the next one is exactly eight squares away. After that the stars come five apart, then eight, then five, all the way round. That first gap of eight is where most tokens die.
  • A capture hands the die straight back, and that is how a table is set before anybody changes it. Chasing therefore costs nothing but the number you spent on it, and pays what a six pays.
  • A token in your own column is safe from everybody, but it is also useless until it can land exactly. Run everything into the column early and you will spend the rest of the game with one legal move, and it will not be the one you wanted.

The settings

Everybody learned this game in a courtyard from somebody, and no two courtyards agree. The game's own page lets you set yours before you start. What is listed below is how it comes before anybody touches it, and once you have played a game the app remembers your last choice and uses that instead.

Mode and Speed sit on the same page and change nothing about the rules. Watch hands every seat to a bot and starts the next game five seconds after the last one ends. Speed scales every pause on the board: the walk, the bots' thinking, and that gap as well.

SettingStandardWhat it changes
Players4How many corners are in play. The board always has four yards and four columns printed on it, so with two or three seats the spare corners stay empty. Two seats sit 13 ring squares apart.
DifficultyMediumWhat the bots weigh up. An easy bot looks only at what a move takes and where it gets to, and plays at random two turns in five. Medium keeps its own tokens out of reach as well, and slips far less often. Hard adds what a move leaves standing in front of somebody else's die, and Perfect is Hard without the mistakes.
Coming outA six onlyWhich faces open the gate. Allow a one as well and a bad run of sixes cannot keep you out of the game, at the price of an easier board for everybody.
A six rolls againOnA six hands the die back to the same seat. Turn it off and a six becomes an ordinary face: it still brings a token out of the yard, but the turn ends there.
A capture rolls againOnSending an opponent home hands the die back, whatever face was thrown. Turn it off and a capture ends the turn like any other move.
Three sixesLose the turnThe third six in a row forfeits the turn before the face can be used, and nothing already moved is taken back. Turn it off and there is no cap at all on how long one seat can hold the die.
Two on a squareNothing specialTwo tokens of one seat on one ring square become a wall that nobody else may land on or walk through. It is off to start with, because it is the rule courtyards argue about most and it can lock the board solid. A wall may stand on a star, where it cannot be attacked, and two tokens parked on your start square will keep you in your yard until their owner moves them.
Tokens needed to win4How many tokens must reach the middle before the game stops. Set it to 1, 2 or 3 for a deliberately short game, and whatever is still walking is abandoned where it stands.
A six opens the gate. Set Coming out to a one or a six and a one opens it too, though a one hands you no second roll.

The words

Goti (गोटी)
A token. You have four of them, and all four are the one colour: yours.
Pasa (पासा)
The die. One only, shared by the table and thrown in the middle.
Chhakka (छक्का)
A six. The face that opens your gate and, unless the table has turned it off, hands the die straight back.
Ghar (घर)
Both the corner a token starts in and the middle it is walking to. Nepali uses the one word for the two of them, so this page calls the corner the khor and the middle the beech.
Beech (बीच)
The middle square, where every seat's tokens finish.
Bato (बाटो)
Your column: the five squares in your own colour between the ring and the middle. Nobody else may walk on it.
Tara (तारा)
The star printed on a safe square. Nobody is sent home from one.
Goti katnu (गोटी काट्नु)
To send a token home by landing on the square it is standing on. The log says sent home.
Nikalnu (निकाल्नु)
To bring a token out of the yard onto your start square.
Palo (पालो)
A turn. An extra roll is described as getting the palo again.
Parkhal (पर्खाल)
A wall: two tokens of one seat on one square, at a table playing that rule.
Barabari (बराबरी)
A draw. Here it means 1000 rolls went by and nobody reached the middle.

Every rule on this page is the one the app plays by. Change any of them on the game's own page before you start.