Ludo turns a simple trip around the board into a surprisingly lively contest. You have four pieces to bring home and several opponents looking for a chance to send them back to the base.

Leaving the base and using your rolls

You need a six to bring a piece out. At the start of an individual table, players roll in turn. The first to roll six chooses a colour and starts. The other colours are assigned randomly and play follows the colour order on the board. Team colours are fixed.

A six gives you another roll before movement begins. Once a different number appears, you use the collected rolls in order. Three consecutive sixes end the turn without any of those moves being played. When only one piece can legally move, the app moves it automatically.

Safety and captures

Starting squares and stars are safe. Elsewhere, landing on a single unprotected opposing piece sends it back to the base. Two or more pieces belonging to the same player form a protected stack. It is not a barrier to movement and an opponent may share its square without capturing the stack.

Each capturing move and each piece reaching home earns an extra roll after the collected rolls have been used. The piece that finishes the match does not earn another roll. You need an exact number to reach home, so another piece may have to move while you wait for the right roll.

The optional rocket mode

Rocket squares are at positions 6, 19, 32 and 45. Landing on one with a dice move launches the piece and any same-colour pieces stacked with it between one and eight extra steps. A rocket stops at home and cannot trigger another rocket. Safety and capture rules apply at both landings. Board rockets do not spend currency or consume an item.

Give yourself choices

Racing one piece ahead can feel efficient, but several pieces on the track give you more useful rolls. Keep an eye on opponents behind you and think before leaving a safe square. A quiet move sometimes protects an entire turn’s progress.