Ludo looks busy, but the rules are genuinely simple — you can learn the whole game in about five minutes. This is the beginner-friendly version: just enough to sit down and play with confidence. When you want the full edge-case rulebook, see our complete Ludo rules.
What you're trying to do
Each player has four tokens of one colour. The goal is to be the first to move all four of your tokens out of the corner yard, once around the board, and into the centre "home". That's it — everything else is about how you get there.
Setting up
- The board is a cross with four coloured corners: red, green, yellow and blue.
- Pick a colour and place your four tokens in the matching corner.
- Players take turns clockwise, rolling one die.
- 2 players? Use opposite colours. 4 players? All four colours are in play.
Rule 1: You need a six to start
Your tokens begin locked in the yard. A token can only step onto the board when you roll a 6. If you have no tokens out and don't roll a six, your turn simply passes to the next player. Don't be discouraged — everyone waits for that first six.
Rule 2: Move by the number you roll
Once a token is on the board, move it clockwise by exactly the number on the die. If you have more than one token out, you choose which one to move. Picking the right token is where the strategy lives.
Rule 3: A six earns a bonus — but three is too many
Rolling a six gives you another roll. Use a six to bring out a new token or move an existing one six steps. The catch: roll three sixes in a row and your whole turn is forfeited — those rolls are cancelled. It's the game's way of stopping one player from running away with lucky rolls.
Rule 4: Land on an opponent to capture
If your token lands on a square with a single opponent token, you capture it — that token goes back to its yard and has to roll a six to come out again. Captures are the most exciting part of Ludo and the heart of its strategy.
Rule 5: Safe squares protect you
Some squares are marked with a star — these are safe, and so is each player's coloured starting square. A token sitting on a safe square can't be captured. Use them as shelter when an opponent is closing in.
Rule 6: Get home with the right roll
After a full lap, your token turns into your coloured home column and heads for the centre. You usually need the exact number to land on the final spot — overshoot and you'll move a different token instead. The first player to get all four tokens home wins.
That's the whole game
Setup, a six to start, move and capture, hide on safe squares, race home. You now know enough to play. The best way to lock it in is a few quick games — try playing Ludo online against the computer, then with friends. When you're ready to win more, read our tips and tricks.



