If the third roll is also a six, the player may not move and the turn immediately passes to the next player.Ī player's home column squares are always safe, since no opponent may enter them. If the bonus roll results in a six again, the player earns again an additional bonus roll. If the player cannot draw a token from home, rolling a six earns the player an additional or "bonus" roll in that turn. If an opposing token lands on the same spot as the block, the advancing token is returned back to its respective home point. If a token advances onto a spot occupied by a token of the same colour, then they create something that is called a "block". This forces the opponent to roll another 6 to take it out of their home and move it again. If a token advances onto a spot occupied by opponent's token then the opposing token is returned back to its respective home point. Once players have one or more tokens in play, they select a token and move it forwards along the track the number of squares indicated by the die. Players must always move a token according to the die value rolled. If the player has no tokens yet in play and rolls other than a six, the turn passes to the next player. The start box has two own tokens (is doubled). Players can draw a token from home every time they get a six unless home is empty or move a piece six times. To enter a token into play from its yard to its starting square, a player must roll a six. Players alternate turns in a clockwise direction. The others often continue to play to determine second-, third-, and fourth-place finishers.Įach player rolls a die the highest roller begins the game. The first to bring all their tokens to the finish wins the game. The rolls of a single die control the swiftness of the tokens, and entry to the finishing square requires a precise roll from the player. When reaching the square below their home column, a player continues by moving tokens up the column to the finishing square. When able to, the players enter their tokens one per turn on their respective starting squares and proceed to race them clockwise around the board along the game track (the path of squares not part of any player's home column). At the beginning of the game, each player's four tokens are out of play and staged in the player's yard (one of the large corner areas of the board in the player's colour). Two, three, or four can play, without partnerships. Rules Overview Trajectory of tokens of each colour on the original Ludo board At the centre of the board is a large finishing square, often composed of coloured triangles atop the players' home columns (thus depicting "arrows" pointing to the finish). A sixth coloured square not on the home column is a player's starting square. The middle columns usually have five squares coloured these represent a player's home column. The board is normally square with a cross-shaped playspace, with each arm of the cross having three columns of squares, usually six per column. Each player is assigned a colour and has four tokens in their colour. Special areas of the Ludo board are typically coloured bright yellow, green, red, and blue. The Royal Navy took Ludo and converted it into the board game Uckers. It was modified to use a cubic die with a die cup and patented as "Ludo" in England in 1896. Pachisi was created in India in the sixth century CE. The game and its variations are popular in many countries and under various names. Like other cross and circle games, Ludo is derived from the Indian game Pachisi. Ludo ( / ˈ lj uː d oʊ/ from Latin ludo ' play') is a strategy board game for two to four players, in which the players race their four tokens from start to finish according to the rolls of a single die.
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