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Ludo

Players2-4
Play time20-45 min
Ages5+
TypeRace

Ludo is a race game played with a die and four tokens per player. Each player tries to move all four tokens from their coloured starting area, around the shared track, and up their own home column to the centre. The first player to get all four tokens home wins.

The board

The board has four coloured corners, a shared outer track, and four coloured home columns leading to the centre. Your tokens begin in your corner. Once a token enters the track, it follows the path around the board until it reaches the entrance to your own home column.

The route home

The coloured square beside your corner is your start square. That is where a token is placed after rolling a six. From there it travels clockwise around the shared track. After a full lap, it turns into its own coloured home column before reaching its start square again.

Setup

Each player chooses a colour and puts their four tokens in the matching starting area. Ludo uses one die. Each player rolls once; the highest roll takes the first turn. Play then continues clockwise around the table.

How a turn works

  1. Roll the die. Roll one die on your turn.
  2. Bring a token out. Roll a six to move a token from your starting area onto your coloured start square. Then roll again.
  3. Choose how to use another six. If you roll another six, you can bring out another token or move a token already on the board. If your start square is already occupied, use the six to move a token already in play.
  4. Move one token. Choose one of your tokens already on the track and move it forward by the number rolled. You cannot split the roll between two tokens.
  5. Land exactly at home. To finish a token, roll the exact number needed to reach the final home space. If the roll is too large, choose another legal move if you have one.

Capturing

If your token lands on an opponent's token, the opponent's token is sent back to its starting area. It must roll out again before it can continue. Some boards mark safe squares where tokens cannot be captured; check your board before playing.

Winning

A token is safe once it reaches your home column, because only your colour can use that path. The winner is the first player to move all four of their tokens into the centre. If you want a shorter beginner game, play with two tokens each.

Rule Beginner rule
Leaving start Roll a six to enter the track
Rolling a six Bring out a token or move six spaces, then roll again
Your start square is occupied Move a token already in play
Capturing Land on an opponent to send it back to start
Finishing Use an exact roll to reach the final home space

Strategy

  • Get more than one token moving. A single token is easier to capture. Two or three active tokens give you more choices after each roll.
  • Notice capture distance. Before moving beside an opponent, count whether they could land on you with their next roll.
  • Use sixes carefully. A six can bring out a new token or move an existing token. Bringing out another token is often better early in the game.
  • Keep a spare move available. If one token is close to home and needs an exact roll, another token on the track gives you a useful move when the roll is too large.

Variants

Ludo rules vary between sets. Your board may mark safe squares, allow same-colour tokens to share a square, or limit extra turns after repeated sixes. If your set includes printed rules, follow those details.

History

Ludo is descended from the Indian game Pachisi. The modern commercial game became popular in Britain in the late nineteenth century and has since spread through many local games, including games with similar race-and-capture rules under different names.