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Ludo

Board games · Race/roll-and-move

Family friendly
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Summary — 2–4 players

Ludo is a race game for two to four: four pieces each round a cross-shaped board by the roll of one die, and the first with all four home wins. A six brings a piece out and earns another roll, and landing on a rival sends theirs back to the start. A match is one race, and the table records who won it.

Scored by
first player with all four pieces home; the app records the winner
Origin
Marketed in England in 1896 by Alfred Collier; a Western cut of the ancient Indian game Pachisi

How it plays

1 of 6

Four pieces, all stuck

Everybody starts with four pieces in their own corner — the yard — and none of them on the board. Each player rolls once and the highest goes first, then play passes round clockwise. Nothing moves until somebody rolls a six.

Rules

How to play

Players and equipment

Two to four players, a Ludo board, four pieces in each player's colour and one die. The board is a cross: a track of squares runs round the outside, each player has a yard in the corner of their colour, and a coloured column runs from each arm of the cross up to the centre. The die is on the phone if yours has gone missing, and SquareScores keeps the match table: each race is one match, and the winner is a tap on their name.

The deal

No deal. Everybody puts their four pieces in their yard, the corner of their colour. Each player rolls once; the highest goes first, and play passes clockwise.

Play

On your turn, roll the die and move one of your pieces that many squares clockwise round the track.

A piece leaves the yard only on a six, onto your coloured start square. A six also earns another roll. Most tables end the turn on a third six in a row.

Land exactly on a rival's piece and it goes back to its yard. After a full lap, a piece turns off the track up your own home column and must reach the centre by exact count.

Roll a six
Bring a piece out, or move six — then roll again
Land on a rival
Their piece goes back to its yard
Home column
Only your own pieces go up it
The centre
Reached by exact count only

If no piece of yours can use the number rolled, the turn passes. A piece in your home column is safe, because no rival can enter it; whether a piece on its own start square is safe is the rule tables disagree on most, so settle it before the first roll.

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