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Ludo rules and match tracker
The classic rules of Ludo, the house rules that cause the most arguments, and a tracker for best-of-3 or best-of-5 matches.
Players2 to 4
Tokens4 each
Dice1
WinnerFirst to bring all 4 home
Start Ludo scorecardOpen a Ludo match tracker. Tap the winner of each game; first to 3 wins.
How to play Ludo
- Roll a 6 to start. A token can only leave its base on a 6.
- Sixes give a bonus turn. Many families add that three 6s in a row cancels the turn.
- Move clockwise around the board by the number rolled.
- Capture. Landing exactly on an opponent's token sends it back to its base. Most boards have star or coloured safe squares where tokens can't be captured.
- Go home. After a full lap, tokens move up your coloured home column and must reach home with an exact roll in most house rules.
- Win. The first player with all four tokens home wins.
Common house rules
| Rule | Variations |
|---|---|
| Bonus turn after a capture | Many groups give one; official rules don't |
| Two tokens on one square | Some treat it as a block that can't be passed |
| Exact roll to get home | Required in most homes; some allow bouncing back |
Playing a match
One game of Ludo can turn on a single roll, so play a series. Use the scorecard's win counter: tap the winner after each game, and the first to 3 wins takes the match.
Start Ludo scorecardOpen a Ludo match tracker. Tap the winner of each game; first to 3 wins.
Common questions
Do you need a 6 to start in Ludo?
Yes, in the classic rules a token leaves base only on a roll of 6.
What happens when you roll three sixes in Ludo?
In a common house rule your turn ends and the third move is cancelled. Agree on it before you play.
Can you capture on a safe square?
No. Tokens on star or starting squares are safe in most versions.
Do you need an exact roll to get home?
In most homes, yes. Agree before the game if you allow bouncing back.
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