This is a reference for every Ludo rule. If you just want a simple walk-through, read how to play Ludo first — this page is the detailed rulebook you can look things up in.
The goal
Each player has four tokens of one colour. The aim is to be the first to move all four tokens out of the yard, once around the board, and into the centre home triangle.
The board and setup
- The board is a cross with four coloured corners: red, green, yellow and blue.
- Each player's four tokens start in their matching corner yard.
- Players take turns clockwise. One six-sided die controls movement.
- For 2 players, use opposite colours; for 4 players, all colours are used.
Starting: you need a six
A token can only enter the board when you roll a 6. Until you roll one, your tokens stay in the yard and your turn passes if you have no token in play.
Movement
Move a token clockwise around the track by the exact number rolled. You choose which of your in-play tokens to move. You may not move a token past the exact home spot — see “reaching home” below.
Rolling a six
- A 6 lets you either bring a new token onto the board or move an existing token six steps.
- Rolling a 6 earns a bonus roll.
- Three sixes in a row forfeits your turn — those rolls are cancelled and play moves on.
Capturing
If your token lands on a square holding a single opponent token, you capture it: that token goes back to its yard and must roll a 6 to re-enter. A well-timed capture can swing the whole game.
Safe squares
Star-marked squares are safe, and each player's coloured starting square is safe too. A token on a safe square cannot be captured, so use them as shelter when opponents close in.
Reaching home
After a full loop, a token enters its own coloured home column and heads for the centre. You typically need the exact roll to land on the final home spot; if your number is too high, you move a different token instead. The first player to get all four tokens home wins.
Common house-rule variations
Ludo has many regional variations. Agree on these before you start:
- Blocks/barriers — two same-colour tokens block a square.
- Capture-to-win — some groups require at least one capture before a token can go home.
- Quick mode — start with tokens already out and race a single token home (Party Ludo offers this as a built-in mode).
Frequently asked questions
Do you need a six to start in Ludo?
Yes. A token can only leave its yard and enter the board when you roll a 6. If all your tokens are still in the yard and you don't roll a 6, your turn passes.
What happens if you roll three sixes in a row?
Rolling a 6 gives you a bonus turn, but if you roll three 6s in a row your entire turn is forfeited — none of those moves count and play passes to the next player. This stops one player from dominating with lucky rolls.
Can two of your own tokens block a square?
In many common house rules, two tokens of the same colour on one square form a block (or 'barrier') that opponents cannot pass or capture. This is a popular variation; check whether your group is using it before you start.
Do you need an exact roll to get home?
Usually yes — you need the exact number to move a token into the final home spot. If your roll is higher than the steps remaining, you can't move that token and must play a different one (or forfeit if no move is possible).
What are the rules for 2 players vs 4 players?
The rules are identical. With 2 players you each control one colour (often using opposite corners); with 4 players all four colours are in play. Some 2-player games let each person control two colours to keep the board busy.
हिंदी में नियम पढ़ें: लूडो के नियम.