Board game

Ludo

Roll. Race. Capture your way home.

A free-for-all race. Bring four tokens out of the yard, move them around the track, and get them home before everyone else.

2–4 players4 tokens eachFree-for-all52-square track
Ludo tokens on a board

What is Ludo?

You roll, then walk your tokens from your corner toward home. Land on someone and they go back to the yard, while the token that caught them is done.

Everyone plays for themselves. The first to finish all four tokens wins.

How to play

One turn, from the roll to the tokens still on the track.

01

Roll

Roll the dice on your turn. All sixes lets you roll again and add those dice.

02

Come out

A 6 brings a token out of the yard onto your start square.

03

Move

Spend each die on a token, or add dice together for one longer move.

04

Capture

Land on a rival and that token goes back to its yard. Yours finishes.

05

Reach home

Turn into your colour’s column. The last step has to be exact.

06

Win

Get every token home. By default the others keep racing for places.

The board

Four corners, one shared track, and a private path home for each colour.

Colours

  • Red
  • Blue
  • Green
  • Yellow

Each colour plays from its own corner.

The yard

Each colour starts with four tokens off the board. A 6 is what brings one out.

The track

52 shared squares, clockwise from your own start. No square is safe, including the starts.

The dice

Two dice by default. Use them one at a time, or add them for a single landing.

A capture

You take one rival on that square. They return to the yard. Your token leaves the board, finished.

Home

After the track, a private column. Only an exact count steps into home.

Your own tokens

They can share a square. They never block each other, and they never capture each other.

Rules

What the server accepts. Open a group for the detail.

RollingShowThe server rolls. All sixes adds another roll.
  • A new room rolls two dice. The host can set one, three, or four.
  • With one die, a 6 rolls again. With two, only double 6. With more, only when every die is a 6.
  • You can take that extra roll before you move. The new dice join the ones you already have.
  • If you spend the dice first, the extra roll comes after.
  • The first player is chosen at random. After that, play goes clockwise.
MovingShowEvery die has to be used, or none of them are.
  • Each unused die can move its own token. Or several dice can move one token by their total, and it lands once.
  • A 6 and a 2 can bring a token out and walk it two squares, or move two different tokens.
  • Coming out and walking on in the same move passes your start square without a capture there.
  • If there is a way to use every die, that is the only kind of move allowed.
  • If the dice cannot all be used, the roll is skipped.
  • A move that ends in your home column, or in home, may leave a die unused.
  • A capture does not get that exception. The other dice still need somewhere to go.
CapturesShowOne rival goes back. Your token is finished.
  • Landing on any shared square that holds a rival captures one of them: the first in turn order.
  • That rival returns to the yard. If more of their tokens are stacked there, they stay.
  • The token that captured leaves the board. It counts as one of your four home.
  • Your own tokens can sit together. They are never captured by you.
Home and passingShowThe column is safe. You can leave tokens there.
  • The home column is private. Nobody can land on you there.
  • You need the exact count to step into home. A roll that would pass home is not allowed.
  • You may pass when the dice left can only move tokens already in a home column, and this roll has not moved anyone on the open track.
  • Once a token on the open track has moved, the remaining dice have to be used, including in the column if that is all that is left.
ClocksShowA clock plays the turn for you. Three misses in a row and you are out.
  • Per roll is the default: 30 seconds for the roll and the moves, then a fresh clock if you roll again.
  • Per turn is one clock for the whole turn, extra rolls included.
  • A time bank is one pool for the whole game, running only on your turns. Emptying it puts you out.
  • The host can turn a roll or turn clock off, or pick 15, 30, or 60 seconds, or a custom length.
  • When a roll or turn clock runs out, the server rolls and moves for you. Three of those in a row, and you forfeit.

Settings

One ruleset. The host sets these in the lobby before the race starts.

Players

2, 3, or 4. One person per colour. A new room opens four seats.

Dice

1, 2, 3, or 4. Two is the default. Only an all-sixes roll earns another roll.

Clock

Per roll, per turn, or a time bank. Per roll starts at 30 seconds. Off means no clock.

Places

On by default. The first player to finish still wins, and the others race for 2nd, 3rd, and 4th. Off ends the game at the first finish.

Two colours

Only with exactly two players. Each person plays two colours, eight tokens, from one roll.

Where you sit

Two players start in opposite corners. The host can put them side by side, or pair two colours as opposites or neighbours.

Board

Classic, Walnut, or Marble. The look changes. The track does not.

Bots

Empty seats can be bots. Easy picks any legal move. Every other level plays the same plan: capture, get home, come out, stay safe. Higher levels only wait less.

Playing with others

A small table. Extra people can watch.

Seats

Two to four players, one colour each. Bots can fill the empty seats. Bot speed only changes how long they wait before they move.

Watching

Up to eight people can watch. They see the board and the dice. They cannot roll or move a token.

Predictions

Watchers, and anyone already finished or out, can call the winner. That closes once any player is one token from finishing.

Winning

Finish your tokens. Places follow if the table is still racing.

Every token home

A token is home when it steps in on an exact count, or when it captures. The first player to finish every token wins.

Places

With play-on, the others keep going for 2nd, 3rd, and 4th. If the race stops early, whoever has travelled further ranks higher. An equal distance shares the place.

Leaving

A clock still plays your turn. Three missed turns in a row put you out, and so does an empty time bank. With nobody left to race, the game ends.

Ready to play?

Start a public game and jump in.