Rules reference

Basic Rules & Gameplay

The heart of Ludo is simple: roll a die, make a legal move, and race your tokens home. The details below explain widely used rules while noting common points of variation.

Turn sequence

  1. Roll the die. Use the value shown unless the rules for your edition specify another action.
  2. Choose an eligible token. A token in its yard may need a six to enter. Tokens already on the track move forward by the rolled number.
  3. Count the spaces. Follow the marked route exactly, including any transition from the main track into a home lane.
  4. Resolve the landing. Apply the board's rules for captures, safe spaces or blockades.
  5. End or repeat the turn. An extra turn after a six is common but not universal. Follow the agreed rule set.

Common rule summary

SituationCommon conventionWhat to confirm
Token in starting yardUsually needs a six to enter the track.Whether any alternative entry roll is allowed.
Rolled a sixOften permits entry or an extra turn.Whether extra sixes have limits or penalties.
Landing on an opponentMay capture and return one token to its yard.Safe squares and stacks may change this.
Safe squareCaptures may be prohibited there.Which squares are marked safe on this board.
Two tokens togetherSome editions permit shared spaces or blockades.Whether other tokens may pass or land there.
Final home moveOften needs an exact roll.Whether excess movement is disallowed.
WinningUsually first to bring all four tokens home.Whether the current round continues.

Captures and returns

Captures add interaction and can create a setback for an opponent. Under many rules, a token is captured only when an opposing token lands on the same non-safe square. Some boards give the capturing player an extra roll; others do not. Do not assume a capture bonus without checking the instructions.

Safe squares and blockades

Safe squares protect tokens from capture in many Ludo versions. Some versions also permit two same-colour tokens to form a blockade that prevents opponents from passing. These are not universal rules. Read the markings on your board and decide on a consistent interpretation before playing.

House rules should be agreed in advance

Common differences include the number of sixes allowed in a row, whether a six grants an additional turn, what happens when a player has no legal move, whether captured tokens must start again, and whether a precise roll is required at home. Write the chosen rules down for friendly tournaments so all players are treated consistently.

Fair play tip: Use one agreed rule set for everyone. If a board's printed rules differ from a house rule, explain the choice before the game begins rather than changing it mid-game.

Next: learn how a fair die behaves in Understanding Dice Probability, or read about the game's origins and variations.