The Rules of Play

This illustration labels the key areas of the Ludo board and the terms referenced throughout the rules. Reviewing these sections will help players understand movement, safety, and progression towards home.

Home
Base

Where all four tokens begin and return when captured.

Starting
Path

The main path tokens enter after rolling a 6 and travel clockwise around the board.

Safe
Square

Protected squares where tokens cannot be captured or blocked.

Home
Column

The final path tokens enter after completing a full lap and meeting the capture requirement.

Home

The final destination where tokens must land using the exact roll.

Ludo board layout with labels explaining the meaning of each box, including start, safe zones, and home paths.

Objective

Be the first player to move all four tokens from Home Base, complete a full lap of the board, and reach Home through the Home Column.

Setup

  • Each player chooses a color and places all four tokens in their Home Base.
  • To start the game, all players roll the die. The player with the highest roll goes first. If tied, tied players roll again. Players may also mutually decide who goes first.
  • Roll a 6 to bring your first token onto the Starting Path.
  • Rolling a 6 gives you an extra turn.

Gameplay

  • On your turn, roll the die and move any token already on the board.
  • If multiple tokens can legally move, you may choose which token to move.
  • If you roll a 6 and still have tokens in your Home Base, you must use the 6 to bring one token onto the Starting Path, then use the extra turn to move any token of your choice.
  • You must use the full number shown on the die if a legal move exists.
  • If you roll a 6 and roll another 6, you take another turn.
  • If you roll three 6s in a row, you burn that turn and roll again.

Dead Roll

  • If no legal move exists, your turn is lost.

Forced Movement

  • If only one token can move, you must move that token.

Safe Squares

  • Tokens on Safe Squares cannot be captured, blocked, or interfered with in any way.
  • Multiple tokens may sit together on Safe Squares.

Movement

  • Tokens move forward in a clockwise direction along the Starting Path.
  • Tokens may enter the Home Column only after completing the capture requirement (see Capturing).

Capturing

  • Landing on an opponent’s square captures their token and sends it back to their Home Base.
  • Capturing gives you an extra turn.
  • Tokens on Safe Squares cannot be captured.
  • You must complete at least one capture before any of your tokens may enter the Home Column.

Blockades

  • A blockade forms when two of your tokens stand on the same square.
  • Blockades move together, and any roll is divided equally between them (example: a roll of 2 moves the blockade 1 space).
  • You cannot separate a blockade by choice.
  • A blockade breaks only when both tokens reach Safe Squares.
  • Opponents may only pass a blockade by landing exactly on the blockade square; on their next turn, they may jump over it.
  • Blockades cannot be captured.
  • A blockade creates a full stop for all other players.

Entering the Home Column

  • You must have captured at least one opponent before entering the Home Column.
  • If you reach the entrance without a capture, you must continue around the board until you capture.
  • Once a token enters the Home Column, it cannot be captured.
  • Inside the Home Column, tokens move upward and must reach Home using the exact roll.
  • If the roll is higher than needed, the token does not move.
  • No opponent may enter your Home Column.

Winning the Game

  • The first player to move all four tokens into Home wins.
  • Players may continue playing for 2nd, 3rd, and 4th place.

Advanced Rules (Optional Competitive Mode)

These rules are optional and intended for groups who want more tactical, high-stakes gameplay.

  • Three 6s Rule
    If you roll three 6s in a row, your entire turn is burned and no re-roll is allowed.
  • No Capture Bonus
    Capturing does not grant an extra turn in competitive mode.
  • Friendly trash talk encouraged.

Partner Play (Team Mode)

  • Two players sitting opposite each other form a team.
  • The first team to move all 8 tokens (4 per player) into Home wins.
  • Each player uses their own Home Column.
  • Only opponent tokens may be captured.
  • Partner tokens do not form blockades together.
  • Partner tokens may occupy the same square without penalty.
  • If one partner finishes early, their turns may be used by the partner still in play.

Why Partner Ludo Hits Different

  • You play offense and defense
  • Protect your partner’s tokens
  • Sacrifice moves to block opponents
  • Team strategy allowed (whispering encouraged 😄)
  • Emotional damage is shared evenly 😅