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How to play Ludo

A race game for 2 to 4 players: roll the die and move your four tokens around the board and into your home before anyone else.

By Updated
Players
2–4
You need
A board, Dice, and Playing pieces
Game length
30–60 min
Difficulty
Easy to learn
Ages
5+
Ludo board game with red, blue, green and yellow playing pieces and a die on a wooden table.

01 — Goal

Get all four tokens home first

Ludo is a race game for two to four players, each playing for themselves. You move your four tokens once around the board and then up your own home column to the finish in the centre. The first player to get all four tokens home wins. The others can play on for second, third and fourth place.

02 — Setup

Put your tokens in your yard

  1. Each player picks a colour and puts the four tokens of that colour in the big yard of the same colour in one corner of the board.
  2. The track runs around the cross in the middle of the board. Each colour has a start square on the track next to its yard and a home column that runs up the middle of one arm to the centre.
  3. Everyone rolls the die once. The highest roll starts, then play goes clockwise.
Ludo board from above: four blue tokens wait in the blue yard. Arrows show a token coming out onto the blue start square and moving clockwise along the track. The blue home column leads to the centre.

03 — A turn

Roll a six to bring a token out

  1. Roll the die. While all your tokens are in the yard, you need a 6 to move one onto your start square. With any other number, your turn is over.
  2. Once you have a token on the track, move it forward clockwise by exactly the number you rolled. With more than one token out, you choose which one to move. If you can move, you must.
  3. When you roll a 6, you can bring out another token or move a token that’s already out six squares. Either way, you get a bonus roll afterwards.

Common house rules: many players say that if you roll a six three times in a row, you don’t move on the third roll and your turn ends. Some groups also let you bring out a token on a 1 as well as a 6, or give you three tries to roll a six. Agree on these before you start.

04 — Capture

Land on a token to send it back to its yard

If your token ends its move exactly on a square with an opponent’s token, you capture it. The captured token goes back to its yard, and its owner needs another 6 to bring it out again.

Two of your tokens on one square: rules differ here. Often the two tokens form a block, and an opponent who lands on it is sent back to their own yard instead. Other groups don’t allow two tokens of the same colour on one square at all. Groups also differ on whether bringing out a token captures an opponent sitting on your start square. Agree on both before you start.

05 — Home

Go up your home column with an exact roll

  1. When a token has gone once around the board, it turns into your own home column instead of starting a second lap. Only your tokens can go there, so they’re safe from capture.
  2. You need the exact number to reach the finish in the centre. If the roll is too high, move a different token, or wait for your next turn if you can’t.
  3. The first player to get all four tokens to the finish wins.

Other versions: Indian Ludo is often played with two dice and has a safe star square in each quarter of the board. Some versions also give you a bonus roll for capturing a token or getting one home.

06 — Tips

Play smarter

  • Try to get two tokens onto the track early. Then you can choose which one to move on most rolls.
  • A token just a few squares in front of an opponent is easy to capture, so don’t leave it there longer than you need to.
  • Move tokens into your home column when you can, because nobody can capture them there.
  • If one of your tokens is in danger, using a 6 to move it away can be better than bringing out a new token.

Where Ludo comes from

Ludo is a simplified version of the Indian game Pachisi and was first sold as Ludo in England in 1896. Close relatives include Mensch ärgere Dich nicht in Germany, Parchís in Spain and Petits Chevaux in France.

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Rules in 60 seconds

Ludo

Everyone has four tokens in their yard. Play clockwise with one die. A six brings a token out and earns another roll. Move a token forward by the number rolled. Landing on an opponent sends it back to its yard. After one lap, go up your home column. Finish with an exact roll. First with all four home wins.

2–4 players 30–60 min