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Ludo

Four little tokens. A colorful race to call home.

Red ●You are Red · Easy
Turn 1 · 00:00
Six enters · exact home

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✦ A little chance. Four bright possibilities.

Roll, then tap a highlighted numbered token or press 1–4. Six enters a token; a six, capture or home earns one bonus roll. A third consecutive six is cancelled while earlier moves stay. All starts and stars are safe; stacks never block. Home needs an exact roll. Use ⚙ Setup for two to four players, local play, color, level or same-dice practice Restart. Space or D rolls, P pauses and Escape closes a dialog or Full screen. Fresh game. Fresh computer wins: 0.

Your achievements 0 / 8

    How to play Ludo

    Race four tokens from your courtyard to home. Open ⚙ Setup to choose two, three or four players, local same-device play, or an Easy or Strategic computer game. In computer mode you control one color and the computer controls the others. Red rolls first. Two players use opposite Red and Yellow corners; three use Red, Green and Yellow; four use every corner.

    Roll, then choose a token

    A six can bring one token out of base onto its starting square, consuming that roll, or move a token already on the route by six. Other dice move one active token by the exact value rolled. Choose with the four large numbered buttons, press 1–4, or tap a highlighted token on the board. If several of your tokens share a square, the board points you to their separate numbered buttons.

    Each color has its own direction and private home lane. Shared progress runs from step 1 through step 51, followed by five private lane positions and exact home. A token cannot move beyond home, and a finished token stays there. The first player to bring all four home wins immediately.

    One bonus, with a third-six limit

    Rolling six, capturing an opponent, or bringing a token home earns one extra roll. Reasons overlap rather than stacking: a six that also captures or finishes still earns only one bonus. Six earns that bonus even if no token can move, with the positions unchanged. A non-six with no legal move passes to the next player.

    Count consecutive sixes within the same player’s bonus turn. A non-six resets the count, even when a capture or home keeps that player rolling. The third consecutive six is cancelled and ends the turn; the moves made with the first two sixes stay. A new player starts with a fresh six count.

    Safe stars, captures and shared squares

    Every start and star is safe: eight protected cells in total, including the starts of colors not playing. Opposing colors may share those squares. On an unsafe shared square, landing sends every opposing token there back to base. Passing over tokens does nothing. Friendly tokens may stack, and stacks never block passing or landing. Private lanes and finished tokens are separate from the shared route.

    Simple controls on a small screen

    The four large token buttons show token number, color shape and route or position. Only legal choices are enabled. Red uses a circle, Green a diamond, Yellow a star and Blue a square, so the game uses more than color alone. The die and current player remain beside the large Roll button. Corner counters show how many tokens each player has brought home.

    Space or D rolls; 1–4 chooses a token. Enter or Space also activates a focused token button. P pauses, and Escape closes a dialog or leaves Full screen. Native settings dropdowns keep their usual keyboard controls. Full screen sizes the board from the space remaining after the controls. Sound starts off, and reduced-motion preferences are respected. Celebrations stay in their own strip without blocking the board or token buttons.

    Save the die and keep the result honest

    Your current board, rolled die, pending token choice, active time and eight achievements save in this browser when storage is available. A restored game waits for Resume before the computer or clock continues. Pause hides the board and stops both. There is no timed loss.

    Rolls and token moves are committed; there is no gameplay Undo. Reloading keeps a pending die, rather than replacing it. Restart is available in Setup as practice: it resets the board and repeats the exact same seeded dice stream from the beginning, while retaining previously revealed dice, assistance and the attempt’s first result. New game creates a fresh attempt with a new dice seed. A visible warning tells you if saving is unavailable; keep that tab open to retain the session. You can start a new game if the saved-action limit is reached.

    Eight bright milestones

    Earn stars for entering a first token, capturing an opponent, bringing one token home, having all four tokens out of base at once, a first-result finish, a first-result computer win, a Strategic win without Restart, and three different fresh computer wins. Local play earns the applicable movement and finish milestones. Reopening or restarting one attempt does not create extra wins.

    Both computer levels use the same die stream as you. Easy chooses a legal token; Strategic weighs finishing, capture, entry, safe landings and nearby threats. It evaluates only the visible die and a maximum of four legal token choices, with no future-roll knowledge or perfect-play claim.

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