Ludo rulesEvery rule of Ludo. No arguments.

The complete classic Ludo rules, from setting up the board to the last piece home, plus the house rules families argue about and what Ludo Fighters changes. Read it once and settle every table dispute.

In sixty seconds

Ludo, in one paragraph

Each player has four pieces in a coloured yard. Roll a 6 to bring a piece out, then move it clockwise by the number you roll. Land exactly on an opponent to send it back to its yard, unless it sits on a safe square. After one lap, turn into your own home column and reach the centre with an exact roll. Get all four pieces home first and you win.

That is the whole game. Everything else on this page is detail: what to do when you cannot move, which squares are safe, and the house rules that change from one family to the next.

players, one colour each
2–4
players, one colour each
pieces per player
4
pieces per player
squares around the track
52
squares around the track
squares in each home column
5
squares in each home column
safe squares on the board
8
safe squares on the board
the number that opens the game
6
the number that opens the game
A 6 brings the blue piece onto its start square. The next roll, a 5, moves it five squares clockwise.

The board

Know the ground before you roll

A Ludo board is a 15 by 15 grid shaped like a plus sign, with a large yard in each corner.

  • Yards

    The four corner squares, one per colour. Each holds that player's four pieces at the start of the game.

  • Start squares

    The coloured square just outside each yard, where a piece enters the track. It is also a safe square.

  • The track

    Fifty-two squares running around the arms of the cross. Every colour shares it, which is where captures happen.

  • Home columns

    A coloured lane of five squares leading from the track to the centre. Only that colour may enter it.

  • Home

    The centre triangle in each colour. A piece that arrives here is finished and off the board for good.

The classic rules

Ten rules, start to finish

These are the Ludo rules most families learned, in the order they come up in a game. Where tables commonly disagree, it is noted.

  1. 01

    Decide who starts

    Every player rolls once. The highest roll goes first, and play then passes clockwise around the table, one turn each.

  2. 02

    Roll a 6 to bring a piece out

    All pieces begin in their yard. A piece can only enter the track on a roll of 6, and it is placed on that colour's start square.

  3. 03

    Move by the number you roll

    Move one piece forward exactly as many squares as the die shows, clockwise around the track. You cannot split a roll between two pieces.

  4. 04

    A 6 earns another roll

    Roll a 6 and you take your move, then roll again. You may use a 6 to bring out a new piece or to move one already on the track.

  5. 05

    Three 6s in a row ends the turn

    In most rule sets a third 6 in a row cancels your turn, so a lucky streak cannot run away with the game.

  6. 06

    Land on an opponent to capture it

    Finish your move exactly on a square held by an opponent's piece and that piece is sent back to its yard. It needs another 6 to come out again.

  7. 07

    Safe squares cannot be captured on

    Start squares and the star squares are safe. Pieces of different colours can share them and nobody is sent home.

  8. 08

    Enter your home column

    After a full lap a piece turns off the track into its own coloured home column. Opponents cannot enter it, so pieces there are safe.

  9. 09

    Reach home with an exact roll

    A piece must land exactly on the home square. If the roll is too high, that piece cannot move and you must move another or pass.

  10. 10

    Get all four pieces home to win

    The first player to bring all four pieces into home wins. Others can keep playing for second, third and fourth place.

No legal move? If no piece can use the roll, for example every piece is in the yard and you did not roll a 6, your turn simply passes.

Captures

When a piece goes back to the yard

Captures are what make Ludo a fight rather than a race. Three situations cover every case.

Exact landing captures

Your move ends on an opponent's square: that piece returns to its yard.

Safe squares protect

The same move onto a start or star square captures nothing. Both pieces share it.

Passing over is harmless

Only the final square counts. Jumping over an opponent leaves it where it is.

The eight safe squares: four coloured start squares (gold) and four star squares (blue). Park a piece here when an opponent is close behind you.

The finish

The last five squares are the hardest

Once a piece is in its home column it is out of danger, but it still needs the right number to get in.

  • A piece turns into its home column after one full lap. It never goes round a second time.
  • Three squares from home? Only a 3 brings that piece in. A bigger roll must be used by another piece, or the turn passes.
  • The winner is the first player with all four pieces home. A faster variant ends the game when the first single piece arrives.
A red piece three squares out needs exactly a 3. Shown on the Night Ops battlefield, where the home columns glow.

House rules

The variants every family plays differently

Ludo has no single governing body, so rules drift from home to home. Here are the common variants, what they mean, and how each one works in Ludo Fighters.

Common Ludo house rules and how Ludo Fighters handles each
VariantWhat it meansIn Ludo Fighters
Need a 6 to enterPieces leave the yard only on a 6.On by default, can be switched off
Extra roll on a 6Rolling a 6 gives another roll.On by default, can be switched off
Extra roll on a captureCapturing an opponent earns a bonus roll.Winning a gun fight earns one; switchable
Extra roll for reaching homeGetting a piece home earns a bonus roll.Available as a switch
Three 6s forfeitA third 6 in a row ends the turn.On by default, can be switched off
Exact roll to finishPieces must land exactly on home.On by default, can be switched off
Safe squaresStart and star squares cannot be captured on.Eight shielded squares
First piece home winsA short game: the first piece home wins.Choose All 4 home or First home
Two diceRoll two dice and make two moves.One die or two dice; doubles give a bonus turn
Blocks (barriers)Two same-colour pieces on one square cannot be passed.Not part of Ludo Fighters

Every switch above lives in Custom match. See all the defaults on the game modes and house rules page.

Ludo Fighters

Same rules. One big change.

Ludo Fighters keeps the classic Ludo rules above. What changes is what a capture looks and sounds like, and how much of the rulebook you control.

A capture is a gun fight

Your soldier stops one square short and opens fire with a pistol, rifle, shotgun, sniper or grenade. The enemy is knocked out, vanishes in smoke and respawns at its base.

Safe stars carry a shield

Fire at a soldier on a safe star and the shot ricochets off a blue dome. Nobody goes home.

One die or two

Play classic single-die Ludo, or roll two dice and make two moves a turn. Doubles give a bonus turn.

Seats for anyone

Each colour can be a human, Lumi AI or switched off, so two, three or four can play on one phone.

Ludo Fighters Custom match screen with seats, difficulty, battlefield and house rule switches

Ludo rules FAQ

The questions that start arguments

Short answers to the rules people check most often.

Do you need a 6 to start in Ludo?+
In the classic rules, yes: a piece can only leave its yard on a roll of 6. Many families play a house rule that also allows a 1, and in Ludo Fighters the need-a-6 rule is on by default but can be switched off in Custom match.
How many players can play Ludo?+
Ludo is played by two, three or four players, each with four pieces of one colour. Ludo Fighters supports one to four players, with any empty seat filled by Lumi AI or switched off.
What happens if you roll three 6s in a row?+
Under the common rule your turn ends and the third 6 is not played. Some tables ignore this rule. In Ludo Fighters the three-6s forfeit is on by default and can be switched off.
Can you capture a piece on a safe square?+
No. Start squares and star squares are safe, so pieces can share them without being captured. In Ludo Fighters a shot fired at a soldier on a safe star bounces off a shield.
Do you need an exact roll to get home in Ludo?+
Most rule sets require it: a piece must land exactly on the home square, otherwise it cannot move. Ludo Fighters uses the exact roll by default and lets you turn it off.
What is a block in Ludo?+
A block is a house rule where two pieces of the same colour on one square form a barrier that opponents cannot pass or capture. It is a regional variant and is not part of Ludo Fighters.
Who goes first in Ludo?+
Each player rolls the die and the highest roll starts. Play then moves clockwise from that player.

Know the rules? Now bring the fire.

Ludo Fighters plays by the rules on this page, with a gun fight on every capture. It is coming soon to Google Play and the App Store.