Four pieces each, one die, and a long way round. Roll a six to come out, land on a rival to send them back to the yard, and get all four home first. The rules below are the ones our tables play, including the ones your house may do differently.
Every player has four pieces, and all of them begin in the yard. The shared track is 52 squares round. Each player has a start square on it, 13 squares on from the last player's, and a home lane of their own.
On your turn you roll one die. If any of your pieces can use the number, you have to move one of them, and you choose which. If none can, your turn passes.
A piece only leaves the yard on a six. It goes onto your start square and stops there. That is the whole move: it does not travel six as well.
A piece on the board moves forward by exactly what you rolled. You cannot split a roll between two pieces or move part of it.
Any number of pieces can stand on the same square, and nothing blocks the way past. If you land on a square where an opponent's piece is standing, that piece goes back to its yard. A landing captures one piece only. If more are standing there, the rest stay and share the square with you. You capture where you land, never by passing over.
Your pieces cannot be captured while they stand on your own start square. That protection is yours alone. An opponent's piece resting on your start square can be captured, by you when you come out with a six or by anyone else who lands there. There are no other safe squares on the track.
You roll again after moving on a six, after a capture, and after bringing a piece home. One move earns one extra roll, even if it does two of those at once. There is no limit on sixes in a row. A six that none of your pieces can use earns nothing, and the turn passes.
A piece takes 50 steps round the shared track from its start square, then turns into its own home lane. The lane is five squares, and home is the step after that: 56 steps from the start square in all. Nobody can capture a piece in its home lane. Home needs the exact number. A roll that would carry a piece past home cannot be used on that piece.
The first player with all four pieces home wins. At a table of three or four, the players still racing can vote to carry on for second and third. A game that reaches 1,000 rolls without a winner ends as a draw.
Your pieceTheir piece
Say the extra roll is a 6. You can bring a new piece out of the yard onto your start square, or move a piece already on the board six squares. Either way it is a six, so you roll a third time.
Now the other end of the board. One of your pieces is three steps from home and you roll a 5. That piece cannot move, because five would carry it past home. If another piece of yours can use the 5, you have to move that one. If none can, your turn passes.
Ludo is a simpler form of pachisi, the old Indian race game, and it has been on tables everywhere for generations. Every house has added its own rules along the way.
Some that you may know are not played here: two dice, safe squares marked round the track, two pieces forming a block, and losing your turn on a third six. If your family plays with those, your family is not wrong. These are the rules our tables use, so that two people who have never met can sit down and agree.
Ludo is one of the games in the Arcade.