Ludo
- Category
- Board
- Players
- 1
- Controls
- Tap
- Start
- Roll a six
- Loads
- Instant
Controls
| Roll | Throw the dice. |
| Tap a token | Choose which one to move when there is a choice. |
| Roll | Throw the dice. |
| Tap a token | Choose which one to move when there is a choice. |
Ludo is played in more households worldwide than almost any other board game, under a dozen different names. Roll a six to bring a token out of the yard, race it around the track, and land on an opponent to send them all the way back to the start.
It is a race game with just enough interaction to keep it tense. The dice decide how far you go, but choosing which token to move, and whether to chase a capture or run for home, is a real decision every single turn.
Bring a second token out as soon as you roll a six. One token alone gives you no choices, and having two means every roll offers a decision rather than a forced move.
Chase captures when the odds are good. Sending an opponent back to the yard costs them everything that token has travelled, which is worth far more than a few squares of your own progress.
Watch how far behind your rival is. A token sitting one to six squares in front of an opponent is in the danger zone, and edging past that gap is often better than pushing your leader further ahead.
Remember a six earns another roll. That makes a six worth more than its face value, and it is why bringing tokens out costs you nothing in tempo.
By rolling a six. Until then your tokens stay in the yard.
Their token goes back to the yard and has to start again.
Yes, rolling a six earns you another roll.
By getting both your tokens all the way round and into the home column.
Nothing at all. The whole of Ludo is built into the page itself, which is why there is no loading bar and no waiting before you can play.