How to play Ludo — the full rules
Ludo is a board game for two to four players. Each player has four tokens in their own colour. The winner is whoever first gets all their tokens to the home in the middle of the board.
Understanding the board
- Yard: the coloured squares in the four corners — this is where tokens start.
- Main track: the outer path of 52 squares that everyone travels around.
- Start square: each colour has its own coloured square where a token stands when it comes out.
- Star square: a safe spot — nobody can cut you here.
- Home column: the five squares in your colour leading straight to the centre. No opponent can enter it.
- Centre: the final destination. You need exactly the right number to get in.
Rules of movement
- Coming out: in Classic mode a token leaves the yard only on a 6. In Quick mode a 1 or a 6.
- Moving on: move as many squares as the dice shows.
- Extra turn on a six: a 6 earns another turn. But three sixes in a row cancels all three, and the turn passes on.
- Cutting: landing on an opponent's token sends it back to its yard — and earns you an extra turn.
- Safe squares: no cutting on star squares or coloured start squares. Two colours can stand there together.
- Block: two tokens of the same colour on one square form a block. Nobody else can stop there or pass over it.
- Entering home: after a full lap (51 squares) a token enters its own home column.
- Exact number: you need exactly the right number to reach the centre. Too high and the move is not allowed.
- Getting a token home also earns an extra turn.
Seven strategies for winning
1. Get two tokens out first
Playing with a single token is risky — one cut and you are back to zero. With two or three out, every dice roll gives you an option.
2. Use star squares as stepping stones
Each turn, check whether a safe square is within 1 to 6. If it is, stopping there is usually the best decision.
3. Count the cut — in both directions
Before moving, check whether an enemy token sits 1 to 6 squares behind your landing square. If it does, you can be cut next turn.
4. Build a block
Putting two of your tokens together on an opponent's path builds a wall. A well-placed block can turn the whole game.
5. After a cut, do not just run home
A cut earns an extra turn. Use it to bring another token out, or to reach a safe square.
6. Do not sprint at the end
With three tokens home, walk the last one through safe squares. One cut can flip the whole game.
7. Know the timer
In a timed match, decide in advance what you will do for each number from 1 to 6. That is where thinking time is saved.
Classic or Quick — which to choose
| Thing | Classic | Quick |
|---|---|---|
| Tokens | 4 | 2 |
| Comes out on | Only 6 | 1 or 6 |
| Typical length | 10–20 minutes | 3–5 minutes |
| Good for | The full experience | A short break |