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THE FRIEND LUDO GUIDE

Less debating. More playing.

A practical reference for common Ludo rules—and the house rules that catch people out.

The aim of the game

Move your four tokens from their starting yard, around the shared track, and into your colour’s finishing area. A token in the yard has not entered play yet; a token that has finished no longer moves.

Rolling a six

Many versions require a six to enter a token and award an extra roll after a six. When you already have tokens on the track, you may be able to choose between entering another token and moving one already in play.

Three consecutive sixes

Some versions end your turn after three sixes in a row. The treatment of earlier moves in that turn varies. Agree on this before starting; do not assume everyone learned the same rule.

Capturing a token

A capture usually requires landing exactly on another player’s token on an unprotected square. Passing over it does not count. The captured token returns to its yard and must meet the entry rule again.

Safe squares and blocks

Marked safe squares commonly allow tokens to rest without being captured. Some versions let two tokens of one colour form a block; others do not. Whether a block can be passed, captured or moved depends on your chosen rules.

Entering the home lane

Only your own tokens use your coloured home lane. An exact roll is commonly required to reach the final position. A roll larger than the remaining distance cannot be used for that token.

Your pre-game checklist

Confirm the entry roll, extra turns, safe-square markings, block rules, three-six rule and finishing rule. For an online game, read the rules shown inside that game: those settings decide which moves are available.
KEEP EXPLORING

One good read leads to another.