Ludo is a two to four[a] players strategy board game where the players race their four rolls according to one roll, from beginning to finish. Ludo comes from the Indian game Pachisi, like other cross and circle sports, but it is simpler. In many countries and under different names the game and its variations are popular.
About Ludo Board
The Ludo Board is usually colored in special areas with bright yellow, green, red, and blue. Every player has four tokens of color assigned to the player. The panel square with a playing area in cross-face form with three columns of squares on each arm of the cross, usually six per column. Columns in the middle usually have five squares, which are the home column of the player. A player's starting square is a sixth colored square, not on the home column. A large finishing place, often made of colored triangles above. The players' home pages are at the board is (thus depicting "arrows" pointing to the finish).
Some of the rules that must be followed
There are two, three, or four. Each player's four tokens are out of play at the beginning of the player game, placed in the player's yard (one of the big corner corners of the player's board). If they can, the players will enter their tokens one by one on their own squares and then move them around the board in a clockwise way on the track of the game (a path of squares that does not form part of any home column of players). When a player reaches the square underneath his home column, he moves to the final square with tokens. The rolls of one single dice control the speed of the tokens so that the player rolls into the finishing square. The first player to finish all of his tokens wins the game. The others are often still playing to decide whether they are second, 3rd, and 4th.
- Each player starts rolling the dying; the game begins with the top roller. Players alternate turns in the direction of a clock. A player has to roll 6 to enter a token from his courtyard to his starting plaza.
- Every time a player gets a 6, the player can draw a token unless he has an empty or 6-fold moving home. The 2 tokens for the start box (doubled). The next player has a turn if the player has no tokens and only rolls 6.
- Players always have to move a token to match the roll value. Once a player plays for one or more tokens, he selects a token and moves the number of squares indicated by the die forward on the track. If the token of the opponent blocks your path, you need to land on the same space as your token to take it. This token you can't pass. Passes prohibited; the turn moves to the next player if no move is possible.
- When the player is unable to draw a token from home, the player gets a "bonus" roll in that spin when he rolls the 6. The player gains another bonus roll if the bonus roll returns to 6 again. The player cannot move when the third reel is 6, but the turn will pass to the next player immediately.
- The token of the opponent returned to its owner yard if the token advance ends on a square occupied by a token by an opponent. The token returned can only be reinserted if the owner rolls a 6. The pieces doubled and form a block. If a piece lands on the same space as another piece of the same color. If a block ends on a block, the block is collectively caught up and brought back to the courtyard of its owner.
- The home column squares of players always safe since no adversary allowed to enter. You can't jump on your token in the home column. Roll the exact token number into the home triangle.