Mini Apps
    August 24, 20269 min read

    How to Play Ludo: Rules, Captures and the Six You Waste

    How to play Ludo, in full: the rules, the captures, the house rules worth agreeing first, and why a classic board runs forty minutes.

    Ludo is the most played board game almost nobody has read the rules for. It arrives already known — an uncle explained it, a cousin enforced it, and every table plays a slightly different version. This is how to play Ludo as the game is actually written, which house rules are the common deviations, and why the format runs long enough that phones had to shorten it.

    The rules, in full

    1. Each player has four tokens, parked in a base in their own colour. The board is a cross: a shared track around the outside, and a coloured home column running into the centre for each player.
    2. Players roll one die in turn. A token can only leave its base on a six.
    3. Rolling a six also grants another roll. Most tables cap this at three sixes in a row, after which the turn is forfeited.
    4. A token moves the number of pips rolled, always forward, around the shared track in one direction.
    5. Landing on a square holding a single opponent token captures it: that token goes back to its base and has to roll a six all over again.
    6. Marked safe squares cannot be captured on. Every start square is one, and most boards mark several more around the track.
    7. Once a token has completed the circuit it turns into its own home column, which no opponent can enter, and needs an exact roll to reach the centre.
    8. First player to get all four tokens into the centre wins.

    That is the whole game. There is no hidden information, no card, no bluff. Everything that looks like strategy in Ludo is really a question about the distribution of a single die.

    The dice, honestly

    A fair six-sided die gives every face a 16.67% chance. Two consequences follow, and between them they explain most of the swearing at a Ludo table.

    The first is the release problem. If you need a six to get a token out of base, the chance of not seeing one across four turns is 48.2% — (5/6)4. Across six turns it is still 33.5%. A third of the time, a player sits out the opening of the game entirely, having done nothing wrong.

    The second is pace. Take the standard rule — a six grants another roll, up to three in a row — and the average turn comes to 3.5 × (1 + 1/6 + 1/36) = 4.18 pips. Four tokens each travelling the best part of sixty squares, at four pips a turn, is where the famous forty-minute Ludo session comes from. The game is not slow because people deliberate. It is slow because the arithmetic says so.

    The house rules that actually change the game

    Almost every argument at a Ludo board is one of these five, and none of them is the "real" rule — they are all played somewhere:

    • Capture to enter home. Some tables require at least one capture before any token may enter its home column. This lengthens the game considerably and rewards aggression.
    • Blocks. Two of your tokens on one square form a block that opponents cannot pass. Whether blocks are legal is the single biggest strategic difference between two Ludo tables.
    • Exact roll home. Universal in the written rules, frequently dropped in practice — dropping it removes the endgame entirely.
    • Three sixes. Forfeiting the turn after three sixes is standard; some tables forfeit the whole set of moves the sixes earned.
    • Capture bonus. An extra roll for a capture. Not in the classic rules, common in app versions, and it makes captures far more valuable than the board implies.

    Agree the five before the first roll. It takes ten seconds and it is the only part of Ludo where negotiation is legal.

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    Is there any strategy at all?

    A little, and it is worth knowing exactly how little. You choose which token to move, and that is your entire agency. Four decisions do carry weight:

    • Spread or stack. Tokens seven or fewer squares ahead of an opponent are inside the reach of one roll. Tokens more than six ahead are only reachable by a six-plus-extra-roll sequence, which is far rarer. Counting to six behind you is the closest thing Ludo has to defence.
    • Release versus advance. A six can bring out a new token or move an existing one. Bringing tokens out early is usually right, because a token in base cannot be captured but also cannot ever win.
    • Safe-square parking. Ending a move on a marked square is worth surrendering a couple of squares of progress for, especially with an opponent token close behind.
    • Whether the capture is worth it. Taking a token that is two squares from home is worth almost any positional cost. Taking one that just left base is often worth nothing at all.

    What does not work: holding a token back "until the dice warm up", choosing a colour, throwing the die harder for a six. A die has no memory and no opinion about your colour. Ludo is a race with a random engine and a small steering wheel, and that is the honest description of it.

    The one-minute version

    Nothing in the rules above says a board has to be that long. The length comes from two numbers — four tokens each, and a full-size circuit — and both are adjustable. Our own Ludo on Gift Club keeps the parts that make Ludo read as Ludo and cuts the two that make it forty minutes:

    • Three tokens a side, and they start on the board. No six needed to release one, so the 48.2% dead-opening problem does not exist. Two of your three have to reach home to take the pot.
    • A 16-cell shared ring plus a four-cell home column: 20 steps of travel per token, with the two start cells half a lap apart.
    • Two dice offered every roll — you use one and discard the other. This replaces the classic single die, and it is the one real addition to the rules. The best of two dice is worth 161/36 = 4.47 on average against 3.5 for one, so the board moves faster, and the choice is where the thinking happens.
    • Captures, safe cells and the extra roll on a six survive. A used six buys another roll, three rolls to a turn at most. Captures work only on the ring and never on a start cell, and a captured token goes back to its own start rather than out of play.
    • Overshooting home is allowed. No exact roll needed to finish — which, with tokens already on the board, means a legal move always exists and no turn is ever dead.
    • Twelve seconds a turn, longer than our other duels because a Ludo turn is two decisions — which die, then which token. Run out and a move is played for you rather than the match being forfeited; a forfeit only follows three consecutive lapsed turns.
    • A hard cap at 50 turns. Past it the lead on total progress decides. Simulated over 40,000 matches the median match is 17 turns — about seventy seconds — the 90th percentile is 25 and only 0.04% ever reach the cap. It exists so a pair of stalling players cannot sit on a staked pot.

    Captures are the thing the short board was tuned to keep: the same simulation records 2.49 captures a match, and only 19% of matches finish without one. A smaller ring or fewer tokens made them vanish and turned the game into a dice race.

    It is a duel rather than a family evening, and it runs on the same 1v1 chassis as our other two-player games: stakes of 5, 10, 20, 50 or 100 Stars, a free XP mode for anyone with an empty balance, and a 5% rake that leaves the winner 1.90× their stake. If you want the general version of that arithmetic, 1v1 games online works through what a rake costs across every duel format.

    What to check in any Ludo app before you stake

    1. Which house rules it runs. Blocks and capture bonuses change the game more than any cosmetic. An app that does not document them is hiding the rules of the game you are playing.
    2. What happens when your turn times out. Auto-move and forfeit are very different answers on a mobile connection.
    3. Whether the dice are verifiable. "Fair dice" in an app store description is a marketing claim. A committed seed you can check after the match is a fact. Provably fair verification covers what an actual check looks like.
    4. What the winner receives. In any staked duel the pot is two stakes and the operator takes a cut. If nobody will tell you the cut, it is not a small one.

    Our answers, in order: documented on the game page, auto-move with forfeit only after three consecutive misses, yes — every paid round records a server seed hash, your client seed and a nonce, and the rake is 5%.

    If two players is what you actually came for, 2 player Ludo covers how the game changes with only two colours on the board. If the friend you want to play against is in a chat window rather than the room, Ludo with friends is the one to read.

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