Ludo
Race four tokens home around the cross before three computer rivals — roll sixes to break out, capture on contact, and finish on an exact count.
About this game
Ludo is the game of the long way round: four tokens, a single die, and a cross-shaped track you have to circle almost completely before you can turn for home. You take the cyan corner against three computer players, and the whole board is a running argument between speed and safety. A token you push ahead scores you distance; a token you leave alone on an open square is a target, and any rival who rolls its exact distance sends it all the way back to the base to start again. Everything begins with a six. Nothing leaves your base without one, and a six also buys you another roll — so a lucky streak can pour tokens onto the board or rush one far ahead, though roll three in a row and the turn is forfeit, a rule that keeps the dice honest. Landing on a lone opponent captures it. Landing on one of the eight safe squares — the coloured starts and the star cells — keeps you untouchable. And the last step is the fussiest: you can only enter the centre on an exact roll, so a token sitting two from home has to wait for a two, no more and no less, while the board churns around it. The board itself is built rather than drawn — the fifty-two track squares are generated from the geometry of the cross, so the path is exact and every token's route home is the same fair loop. The three computer players come in three strengths: Easy wanders and leaves openings, Normal plays a sensible mix of racing and capturing, and Hard hunts your exposed tokens and covers its own. It is quick to learn, hard to stop thinking about, and plays in a couple of minutes a game. No download, no account — just the die and the race.
Controls
Click Roll, tap the die in your corner, or press Space to roll.
- Movable tokens light up and are numbered — click one, or press its number 1–4, to move it. With only one legal move, Space takes it.
- Hover a token to see the route it would travel and where it would land; a red marker means the landing square captures.
- A six lets a token leave the base and grants another roll; captures do too.
- Tokens enter the centre only on an exact count.
How to play
You play the cyan tokens against three computer opponents, moving clockwise around the cross toward the centre. Roll the die and move one token by that many squares.
Sixes
- You need a six to move a token out of its base, and a six (or a capture) earns another roll — but three sixes in a row forfeit the turn.
Captures and home
- Land on a square holding a single opponent token to send it back to its base; the eight safe squares (coloured starts and stars) cannot be captured on.
- A token must reach the centre goal on an exact roll.
- The first player to bring all four tokens home wins.
Details
- Category
- Board
- Platform
- Web browser
- Rules
- Full rules
- Price
- Free
- Tags
- board classic dice family ludo vs computer
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