How to play Snakes and Ladders
Snakes and Ladders is a race up a hundred squares, decided from start to finish by one die. A ladder under your token carries it up, a snake's head drops it back down, and the first token to land on square 100 wins. There is nothing to choose and nothing to be good at.
- Players
- 2 to 4
- What you need
- One die, a token each, and a board of 100 squares
- How long
- A game takes a few minutes
What the game is
Every player has one token, and every token starts off the board. On your turn you roll one die and walk your token that many squares along a track numbered 1 to 100. Stop at the foot of a ladder and you climb it. Stop on a snake's head and you slide down to its tail. Reach square 100 and the game is over.
None of that is a decision. The die says how far you go and the board says what happens when you get there, so a child of six and their grandmother are exactly as good at it. That is the game rather than a hole in it, and it is why this is the one game on the site with no difficulty setting. A bot cannot play the only legal move any better than you can.
What does change from table to table is the house rules, and all of them sit on the game's own page before you start. Whether you need a six to come on, whether a six earns you another roll, what three sixes cost, and whether you have to hit the last square exactly.
The board
A hundred squares in a ten by ten grid. The numbers run left to right along the bottom row, 1 to 10, then turn and run right to left along the row above, 11 to 20, and keep folding back and forth like that up to 100. So 11 sits directly above 10, and square 1 and square 100 end up in the same column at opposite ends of the board.
Nineteen jumps are drawn over the squares of the printed board, nine ladders and ten snakes. The ladders climb from 1 to 38, 4 to 14, 9 to 31, 21 to 42, 28 to 84, 36 to 44, 51 to 67, 71 to 91 and 80 to 100. The snakes drop from 16 to 6, 47 to 26, 49 to 11, 56 to 53, 62 to 19, 64 to 60, 87 to 24, 93 to 73, 95 to 75 and 98 to 78. That is the board most people picture when they picture the game, and it is the one the app deals you by default.
Choose A fresh board instead and a new layout is drawn with the same shape, nine ladders and ten snakes, each of them spanning between 3 and 42 squares. No square is ever both the head of one jump and the tail of another, so nothing can ever drop you straight onto a second one. The layout comes from the match seed, which means everybody at an online table is looking at the same picture, and a new one is drawn for every game you play.
Ladders and snakes
A jump is taken the moment your token stops on the square it starts from. A ladder's foot lifts you to its top. A snake's head drops you to its tail. One jump per landing at most, and because no board here lets a square be both a head and a tail, a jump can never feed you into another one.
Only the square you stop on can move you. A snake's head you merely walk over does nothing at all, and neither does a ladder's foot. A token on 14 that rolls a 5 steps over 16 on the way past and finishes the roll on 19, untouched.
Tokens take no notice of each other. Nothing here captures, blocks or sends anybody back. Two tokens can stand on one square, or all four, and the app draws them a little smaller and rings them round the middle of the cell so you can still count them.
Coming onto the board
Every token begins off the board, in the pen: the row of slots below the board and a little left of centre. On the standard table it waits there until its owner rolls a six.
A six brings the token on at square 1, not at square 6. The six is the key to the door rather than a move, so nothing is walked with it, and it hands the roll straight back so the turn is not spent. Any other number leaves the token in the pen and the turn passes. The status line tells you what you are waiting for.
Coming on with a six ignores whatever is drawn on square 1. On the printed board that square is the foot of the ladder to 38, and taking it on the way in would fire every token up to 38 the moment it appeared, in every game, and the bottom two rows would never be played at all. The token is placed on square 1. It does not land there.
Set Coming on to Any roll starts you off and none of that applies. The first roll is an ordinary walk out of the pen, so a 3 puts you on square 3, and a 1 puts you on square 1 and does climb the ladder to 38 with it.
A turn
- Roll the die. Tap the die on the table or the Roll button beside it. They are two ways of doing the same one thing, and the button is there because the die can end up behind the board once you have turned the camera.
- If that was your third six in a row and your table plays a penalty for it, the turn ends right there. Nothing is walked.
- If your token is still in the pen and your table needs a six to come on, a six places it on square 1 and gives you the roll back. Anything else and the turn passes.
- Otherwise walk the token forward that many squares, one square at a time, round the corners of the track.
- If a ladder's foot or a snake's head is on the square you stopped on, take it.
- Land on 100 and the game ends here. Otherwise a six gives you another roll, at a table that plays that rule, and anything else passes the turn to the next seat.
The first seat in turn order rolls first, and it stays that way game after game. At a local table that seat is yours, so you never sit through three bots rolling before your own first turn of a game you could not influence anyway.
Rolling out of turn is refused, and rolling is the only thing anybody can do. There is no pass, no choice of token, and no second move to make.
What a six does
By default a six moves your token and then hands you the die again. Two sixes and a four is sixteen squares in one turn. Switch that setting off and a six is simply a roll of six, and the turn passes like any other.
Three sixes in a row in one turn is where the die turns on you. On the standard table you lose the whole turn. Nothing is walked for the third six, your token goes back to where it stood when the turn began, and the turn passes even though the roll was a six. Back to where the turn began means all of it: a token that walked 3 to 9 to 15 on its first two sixes goes back to 3, not to 9.
And if the turn began in the pen, the pen is where the token goes. Come on with your first six, walk with your second, throw a third, and you are off the board again at a table that is not even playing Back off the board. Choose that setting instead and a third six sends your token off the board from wherever it had climbed to. Either way, at a table that needs a six to come on, that token now has to buy the door a second time.
A third six can never win a game. The check happens before the walk is worked out, so a token on 94 that rolls its third six does not go home, it goes backwards. The rule also needs A six rolls again switched on to bite at all. With that off, the only roll that ever hands the die back is the six that brings a token on, so a streak gets to two and never to three. The lobby greys the row out rather than hiding it, so you can see why it is doing nothing.
Getting home
On the standard table you must land on square 100 exactly. A roll that would carry you past it moves you nowhere at all, and you sit where you are until the number you need comes up. Nothing bounces back off the end here. From 97, only a 3 will do, and a 1 walks you onto 98, where the printed board keeps a snake that drags you back to 78.
A blocked roll is still a roll. A six that overshoots counts towards your streak and hands you the die again just the same, so a token parked on 97 can roll three sixes, move not one square for any of them, and then be sent back by the three sixes rule anyway.
Set Finishing to Reaching or passing 100 wins and a 5 from 97 gets you home. Either way a ladder counts as arriving. The printed board has one from 80 straight to 100, and climbing it wins as surely as walking the last square.
The game stops the instant the first token is home. In a three or four player game nobody plays on for second place. A six that wins does not roll again either, because there is nothing left to roll for.
Keeping score
Nothing is counted inside a game. One token gets home, that player wins, and the game is worth one point to them. Most games won is ahead, and that is the whole scoreboard.
A game can also finish with nobody home. After 600 rolls, counted across everybody at the table rather than one player, the game is called a draw and no seat takes the point. In practice you will only meet it with exact finishing on and a token stuck on 99 waiting for a 1. A token that gets home on the six hundredth roll still wins, because a finish is settled before the count is looked at.
Against the bots you can play as many games as you like. The dialog at the end of each one offers Play again, and the tally carries on until you leave the table. An online match is a single game, and if it was played for coins, a drawn game hands every stake back.
Playing it here
Every seat in the scoreboard carries a dot in its token's colour, because the tokens are identical turned pawns and the colour is the only way to tell yours from the rest. Seat one is always the deep red one, and at a local table seat one is you.
Under the status line is a smaller line that always reads two things, where your token is and how far it has left to go: Square 42 · 58 to go, or Off the board · 100 to go while you are still waiting in the pen.
Nothing responds while a walk, a climb or a slide is playing out. The die and the Roll button are both dead until the token settles, which is why the Speed setting matters more here than in the card games. It scales the pauses and changes no rule.
The numbers printed on the board follow your own numeral setting, so a Nepali reader gets Devanagari numerals on the same board. A local table is saved as you play, including the moment a game has just ended, so leaving and coming back later drops you straight onto the Play again dialog with the seats, the board and the tally intact.
The settings
All the variation in this game is in these rows, which is where it lives at a real table too. The standard column is how most tables play it. Change yours on the game's own page before you start.
| Setting | Standard | What it changes |
|---|---|---|
| Players | 2 | How many tokens are racing. The game still ends when the first one gets home, so more seats make a busier board rather than a longer game. |
| Coming on | A six, then roll again | Or any roll starts you off, and the first roll simply walks out of the pen. A 1 then lands on square 1 and climbs the ladder to 38 with it, which the six never does. |
| A six rolls again | On | Or off, and a six is an ordinary roll of six. That also puts three sixes out of reach, because a turn can then never run to three rolls. |
| Finishing | Must land on 100 exactly | Or reaching and passing 100 both win. That ends the game that would otherwise stall with a token sitting on 99 waiting for a 1. |
| Three sixes | Lose the whole turn | Or nothing at all, or back off the board. Lose the whole turn returns the token to where the turn began. Back off the board sends it to the pen from wherever it had got to. |
| Board | The printed board | Or a fresh layout of nine ladders and ten snakes, drawn from the match seed and drawn again for every game. |
The words
- Saanp sidhi (साँप सिँढी)
- The game itself. Literally snake ladder.
- Saanp (साँप)
- A snake. Stop on its head and you slide down to its tail.
- Sidhi (सिँढी)
- A ladder. Stop on its foot and you climb to its top.
- Pasa (पासा)
- The die. One of them, six faces, one roll at a time.
- Chakka (छक्का)
- A six. The face that brings a token onto the board and, on the standard table, hands you another roll.
- Tin chakka (तीन छक्का)
- Three sixes in a row in one turn, which by default costs you the whole turn.
- Kotha (कोठा)
- A square on the track. They are numbered 1 to 100.
- Ghar (घर)
- Home, meaning square 100. The log says ghar pugyo, got home.
- Palo (पालो)
- A turn. Pheri palo, another turn, is what the log says when the six that brings your token on hands the die straight back.
- Board bahira (बोर्ड बाहिर)
- Off the board. Your token is still waiting in the pen and has not reached square 1.
- Barabari (बराबरी)
- A draw. What a game is called when the rolls run out with nobody home.
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.