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LEARN LUDO

The complete Ludo rules

The standard rules are easy to learn, but a few details make games smoother. Use this page as a shared rule sheet before you play.

Moving tokens

Move one token for the exact number you roll. You may choose which legal token moves; you do not have to move the token closest to home.

Rolling a six

A six normally lets you bring a token from the yard to its start square. Many groups also give an extra roll after a six. Some groups limit three consecutive sixes—this is a house rule, not something every Ludo game uses.

Captures and safe squares

Landing exactly on one opponent token captures it. The opponent returns that token to their yard and must roll another six to bring it back. Marked safe squares cannot be captured; the exact pattern can vary by board.

Entering home

After a token has travelled around the outer track, it enters its own colour’s home column. You need an exact roll to place the token in the centre. If no token can make a legal move, your turn ends.

How to win

The first player to bring all four tokens to the centre wins. If you want to rank everyone, keep playing until the remaining players finish.

For better decisions, continue with simple Ludo strategy.