Feral Worlds: Tabletop Games · Board Games · Classic rules
Ludo
Roll a 6. Race home.

Setup
- Players: four: you and three bots, each with their own color.
- Tokens: four each, starting in the yard. Our Quick game uses two each.
- The track: fifty-two squares clockwise around the board, then up your own home column.
- First move: a 6 brings a token out onto your start square. Without a 6, the turn passes.
How to play
- 1Roll and move. Roll the die and move one token that many squares. You must move if you can.
- 2A 6 is special. It brings a token out of the yard, and every 6 earns you another roll.
- 3Send them home. Land on an opponent’s token and it goes back to its yard, unless it is on a safe square.
- 4Safe squares. Start squares and the squares marked with a star can’t be hit. Tokens in a home column are safe too.
- 5Exact finish. A token needs the exact number to reach the centre. A bigger roll can’t move it.
- 6Beware of being hit. Stop within six squares ahead of an opponent and one roll can send you home.
Winning
The first player to bring every token home wins.
Scoring
| In a game of Ludo | Result |
|---|---|
| First to bring every token home | Win |
| Tokens home when someone else wins | Place |
| Landing on an opponent’s token | Sends it back |
| A 6 | Roll again |
Our Classic rules: a 6 to start and for an extra roll, no blocks, and tokens landing on a safe square can’t be hit. Some tables forfeit a turn after three 6s, or let tokens form blocks; those are house rules.
Key terms
- Yard:
- The corner where your tokens wait until you roll a 6.
- Start square:
- Where a token lands when it leaves the yard. It is safe.
- Home column:
- Your own five squares leading to the centre, where nobody can hit you.
- Safe square:
- A start square or a star. Tokens on it can’t be hit.
- Hit:
- Landing on an opponent’s token, sending it back to its yard.
- Exact roll:
- The number needed to land precisely on the centre.