Game guide

How to play

The rules exactly as the app plays them: classic Ludo for vs Computer, Play now and Pass & Play, and the pair rules of Pass & Play (UP Way).

1The goal

Each player has four tokens of one colour. Be the first to move all four from your yard, once around the board and into the centre. The game continues until every place is decided: 1st, 2nd, 3rd and 4th.

2โ€“4 playersPeople, computer players, or both.
4 tokens eachYellow, red, blue and green (colours vary by theme).
One diceEach player rolls their own dice next to their name.

2The board

The Ludo board with tokens on the track
  • Yards: the four big corner squares where your tokens wait to come out.
  • Track: 52 squares around the board that everyone shares. Play goes clockwise.
  • Start square: the coloured square just outside your yard, where your tokens enter the track.
  • Home column: 5 squares of your colour leading to the centre. Only your tokens can go there.
  • Arrows show where tokens turn and where your home column begins.

3Taking turns

  1. Roll. On your turn, tap the dice next to your name.
  2. Move. Tokens that can move bounce. Tap one; the dots show where it will land.
  3. Roll again if you rolled a 6, captured a token, or brought a token home.
  4. Three 6s in a row cancel all three 6s: tokens moved with the first two go back to where they were (anything they cut comes back too), and your turn is over.
  5. If no token can move with your roll, the turn passes to the next player.

4Moving tokens

  • You need a 6 to bring a token out of your yard onto your start square.
  • A token on the board moves forward exactly the number rolled.
  • You choose which token to move. If only one move is really possible, the app can move it for you (Auto-move in Settings).
  • Any number of tokens may stand on the same square.

5Capturing

Land exactly on a square with another colour's token and it is captured: it goes back to its yard and must roll a 6 to come out again. You get an extra roll.

No capturing on safe squares. Tokens on start squares and star squares can't be captured.

6Safe squares

There are 8 safe squares: the four start squares and the four star squares (eight steps after each start). Tokens of different colours can share a safe square without capturing each other.

7Reaching home

  • After one lap of the track, your token turns into your home column and then the centre.
  • You need the exact number to reach the centre. If the roll is too big, that token can't move.
  • Every token that reaches the centre earns you an extra roll.

8Winning & points

The first player with all four tokens in the centre takes 1st place (with fireworks!). Play continues for 2nd and 3rd; the last player left takes the final place.

Every finished game is saved to the Leaderboard (tap the logo on the Home screen). Players are grouped by name, so use the same name each time.

PlacePoints
๐Ÿฅ‡ 1st10
๐Ÿฅˆ 2nd6
๐Ÿฅ‰ 3rd3
Last place (the loser)0

The loser (last place) of every game gets 0 points: in a 2-player game only the winner scores, in a 3-player game 10 / 6 / 0, in a 4-player game 10 / 6 / 3 / 0. Computer players are not ranked on the leaderboard.

9UP Way rules Pass & Play (UP Way)

UP stands for Uttar Pradesh, where Ludo is often played this way. UP Way is played exactly like classic Ludo, with one addition: pairs. Single tokens keep every normal rule. Pairs exist only in Pass & Play (UP Way); in the other modes two tokens on one square are just two single tokens.

The UP Way setup screen listing the pair rules

Start it from the Home screen with Pass & Play (UP Way). The setup screen repeats these rules, so everyone at the table knows them before the first roll.

Making a pair

When two tokens of the same colour stand on the same square, they become a pair.

Moving a pair

A pair moves together, only on an even roll, and only half the steps:

2โ†’ 1 step
4โ†’ 2 steps
6โ†’ 3 steps

On 1, 3 or 5 a pair can't move. A pair entering the centre needs the exact count, and both tokens finish together.

Splitting a pair

  • A pair can only split on a safe square (a start or star square).
  • There, tapping one of its tokens asks Single or pair?: move one token by the full roll, or the pair together by half.
  • Anywhere else the two tokens are locked together. (If a third token of the same colour joins them, that extra one can still move alone.)

Blocking

  • Another colour's single token can't pass a pair. It may land on the pair's square, but then has to wait there until the pair moves on.
  • A pair resting on a safe square (start or star) blocks nobody; everyone may pass it there.
  • Your own single tokens can pass your own pairs.
  • Pairs can pass pairs.

Capturing

  • Only a pair can capture a pair. Land a pair exactly on another colour's pair (not on a safe square) and both of its tokens go back to their yard.
  • A single token can't capture a pair, and a pair doesn't capture single tokens; they simply share the square.
  • Only one other colour's single can sit with a pair. If another single lands there, it captures that single as usual, and the pair stays.
  • Captures still earn an extra roll.
Tip: park a pair just in front of an opponent to block their single tokens, and keep your own tokens paired on risky squares; only a pair can send them home.

10Game modes

ModePlayersRules
Play nowYou + 3 computer playersClassic
vs ComputerYou + 1โ€“3 computer players (Easy, Medium or Hard)Classic
Pass & Play2โ€“4 people on one phone; any seat can be a computer playerClassic
Pass & Play (UP Way)2โ€“4 people on one phone; any seat can be a computer playerClassic + pairs

Games are saved automatically. Leave at any time and choose Continue game on the Home screen to carry on.

11Tips & settings

  • Show move path: dots show where a token will land.
  • Auto-move: moves the token for you when there is only one choice.
  • Hold dice numbers (off by default): every number you roll goes into your hand. A 6, a cut, or a token reaching home each give you another roll, which you can take at once, so your hand keeps growing. Example: roll 6 + 4, cut a token with the 6 (4 stays in hand), roll 6 + 6 + 3 (hand: 4, 6, 6, 3), cut two tokens with the 3 and the 4 (two more rolls), roll 6 + 5 and 2: your hand is now 6, 6, 6, 5, 2. Use your numbers one at a time, in any order, on any tokens; if a token can use more than one, the app asks Which number?. Three 6s in a row cancel all three 6s (tokens moved with them go back) and lose every number in your hand. All other rules stay the same, and computer players hold too.
  • Sound effects and Vibration can be turned off.
  • Show tutorial again replays the 3-step guide on your next game.
  • Bring tokens out early, keep them on safe squares when opponents are close behind, and don't leave a token just ahead of an opponent's start square.