Ludo gun fightsEvery capture is a gun fight.

In classic Ludo a capture is a quiet click. In Ludo Fighters your soldier stops one square short, both sides raise rifles, three shots ring out and the enemy is knocked back to base. It takes about 1.3 seconds, and you can skip it with a tap.

The trigger

One condition starts a fight

Your move has to finish exactly on a square where an enemy soldier stands, and that square must not be a shielded star or start square.

That is it. Passing over an enemy does nothing. Two enemies sharing the square? Your soldier fires at both, and both go home.

Exact landing on an open square

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Enemy on a star: shield, no fight

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Over or short: no fight

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Storyboard

Eight frames, about 1.3 seconds

The times are the game's own cue points at normal speed, from the moment the rifles come up.

  1. Frame 1Roll

    Roll and march

    Your roll would finish exactly on an enemy who is not on a star.

  2. Frame 2Stop

    Stop one short

    Your soldier halts one square before the target and turns to face him.

  3. Frame 30.00 s

    Raise rifles

    Both soldiers aim. The reload clacks and the fight sting kicks in.

  4. Frame 40.38 s

    First shot

    Muzzle flash, tracer, a real recorded shot.

  5. Frame 50.56 s · 0.74 s

    Second and third

    Two more shots. With vibration on, the last one buzzes harder.

  6. Frame 60.90 s

    Knocked out

    X eyes, he topples over. A body-fall thud. No blood, ever.

  7. Frame 71.30 s

    Smoke and respawn

    A puff of smoke and he teleports back to his base.

  8. Frame 8Then

    Step in

    Your soldier steps onto the square he just cleared.

Timing

Fast enough to keep the game moving

A fight has to feel big without slowing Ludo down. At normal speed it lasts about 1.3 seconds. Switch on Fast animations in Custom match and the same fight plays in about 0.8.

Normal1.3 sFast animations≈0.8 sReloadShotFallRespawn

Hear each cue

Real recorded sounds from the game, released under CC0. Tap to play.

SHIELD

Shields and ricochet

Stars are bulletproof

The four star squares and the four coloured start squares carry a shield. Land on an enemy there and your shot hits a blue dome and ricochets away.

  • Nobody is knocked out. Both soldiers share the square.
  • You hear a ricochet and see the dome flash, so you know the shield saved him.
  • House rule: switch Safe star squares off and every square is open ground.

Your call

Watch it, speed it up, or skip it

Fights are the fun part, but you decide how much of them you see.

Instant

Tap to skip

Tap the board during any fight and it jumps straight to the end: enemy home, your soldier on the square.

≈0.8 s

Fast animations

A house rule in Custom match. Every fight, hop and step runs quicker, for players who know the drill.

No fight

Reduce motion

A switch in Settings. Captures still count, but the fight and the hops are skipped and the enemy goes straight back to base.

Cartoon combat only: no blood and no gore. Knocked-out soldiers get X eyes, fall over and respawn at base. Parents' guide

Strategy

Why the fights change how you play

A knock-out sends a soldier all the way back to base. The further he had marched, the more it hurts. That turns every move into a small risk-and-reward call.

The danger zone

Any enemy 1 to 6 squares behind you can land on you with a single roll. On a star, he can't touch you.

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Red is 5 squares ahead of yellow: one roll of a 5 and red is back in base. A 2 would put red on the star, out of reach.

  • Protect your veteransA soldier near home has the most to lose. Park him on a star, or rush him into his home lane where no enemy can follow.
  • Hunt the leadersKnocking out the enemy's most advanced soldier costs them the most marching. It is usually the shot to take.
  • Chain your turnsWith the default rules, winning a fight earns another roll. One good fight can set up the next.
  • Use the stars as stepping stonesHopping from shield to shield is slower, but nobody can stop you.

Coming soon

More guns, and a replay of the shot

Today every fight is a three-shot duel. Different fights are planned so they do not repeat, starting with these weapons, plus a killcam to replay and share the winning shot. Not in the game yet.

Pistol

Single, steady shots.

Coming soon

Rifle burst

Three rounds, fast.

Coming soon

Shotgun

One loud blast, a wide spread.

Coming soon

Killcam replay

Coming soon

Win a fight and watch it again at quarter speed: the camera pushes in, the bullet crawls across, the enemy goes down. Then send it to the friend you just knocked out.

Questions

Gun fight FAQ

Can the defender win the fight?+
No. The fight shows a capture, it doesn't add a dice roll. If you land exactly on an unshielded enemy, he is knocked out. The surprise is in the dice, not in the shoot-out.
Does a gun fight earn an extra turn?+
Yes, with the default rules. Extra turn after a capture is a house rule you can switch off in Custom match.
Can I knock out my own soldiers?+
No. Fights only happen between different squads. Your own soldiers can share a square.
Is it violent?+
It is cartoon combat: no blood, no gore. Soldiers are knocked out with X eyes, vanish in a puff of smoke and respawn at their base.

Ready to open fire?

Ludo Fighters is coming soon to Google Play and the App Store. Until then, learn the rules and pick your squad.