Quick Answer

  • Ludo is a dice race for 2 to 4 players. Move all four of your tokens once around the board and into Home, in the centre.
  • A 6 opens a token and gives another roll. Three 6s in a row end your turn.
  • Land on a single opponent token to capture it (it goes back to its yard), except on the eight safe squares.
  • You need the exact roll to reach Home. The first player with all four tokens Home wins.
  • This guide uses the common Indian app rules (the classic mode known from apps like Ludo King). Rules that vary are marked.

Ludo is a race. Players take turns rolling one die and moving tokens around a shared track. The first to get all four tokens into Home wins.

The dice decide how far you move, but you usually choose which token moves. This guide covers the board, each rule with an example, a full game, a worked example and the version differences. Deep strategy is left for another page.

What Is Ludo?

Ludo is a board game for 2 to 4 players. Each player races four tokens from a corner yard, clockwise around a shared track and up a coloured column to Home. It is a simplified form of the Indian game Pachisi, sold in England as "Ludo" from 1896.

Rules differ a little between families and apps. So the rules, diagrams and examples always match, this guide uses one set: the common Indian app convention. That means one die, eight safe squares, a 6 to open, bonus rolls for a 6, a capture or reaching Home, and an exact roll to finish. Ludo King does not publish a written rulebook on its website, and its in-game tutorial is the reference, so check the rules screen of your app.

Ludo and Come Game

Ludo is not in the Come Game games library. This is a general guide for anyone who plays Ludo at home or on any app. The Come Game library does include Rummy and Teen Patti.

The Ludo Board: Yard, Track, Safe Squares and Home

A Ludo board has four corner yards, a 52-square cross-shaped track, a five-square home column per colour and Home in the centre.

Simplified Ludo board from Red's point of view A 15 by 15 Ludo board. Red's yard is top left. Red's tokens enter on the red start square, travel clockwise around the 52-square track, pass four gold star safe squares and the four coloured start squares, then turn into the five-square red home column and finish in the centre. 1 2 3 4 5 1Yard: tokens wait here until you roll a 6 2Start square: where a new token enters (safe) 3Star square: safe, no captures here 4Home column: only Red can enter (safe) 5Home: the finish, reached by an exact roll Dashed line = Red's route, clockwise
Red's view of the board. Red's tokens start in the yard (1), enter on the red start square (2), travel clockwise past the four stars (3) and the other colours' start squares, then turn into the red home column (4) and finish at Home (5).
PartWhat it isRule to remember
YardYour coloured corner.A token leaves only on a 6. A captured token comes back here.
Start squareColoured track square by your yard.Safe. A new token always enters here.
Track52 squares shared by everyone.All captures happen here. Move clockwise only.
Star squaresOne star on each arm.Safe. Tokens of different colours can share them.
Home columnFive squares in your colour.Only your tokens can enter, so they are safe.
HomeYour triangle in the centre.Reached only by an exact roll.

Board geometry: each arm of the cross has 3 columns of 6 squares. 4 arms × 18 = 72 squares, minus 4 home columns × 5 = 20, leaves the 52-square track.

From its start square a token covers 50 track squares, 5 home-column squares and 1 step into Home: 56 steps (57 if you count the start square). In the Indian layout each arm has one star, 8 steps after a start square. Numbering the track from Red's start as square 0, the eight safe squares are 0, 8, 13, 21, 26, 34, 39 and 47. The examples below use this numbering.

The Core Ludo Rules, With Examples

You need eight rules: open with a 6, move by the roll, roll again on a 6, stop after three 6s, capture by landing, respect safe squares, finish exactly, and get all four Home.

1. You need a 6 to open a token

A token leaves the yard only on a 6 and goes onto your start square. With all four tokens in the yard, any other roll means your turn passes.

Expect to wait. The chance of no 6 in three rolls is (5/6)³ = 125/216, about 57.9%, so at least one 6 in three rolls is only about 42.1%. In six rolls it is about 66.5%. On average a 6 takes six rolls.

2. Move one token by the full number

Move one token clockwise by exactly the number rolled. You choose the token, but you can't split a roll. Example: with tokens on 3 and 17, a 5 moves one of them to 8 or 22, not 2 and 3.

3. A 6 gives you another roll

After you play a 6, whether you opened a token or moved one six squares, you roll again.

4. Three 6s in a row end your turn

If you roll a 6 three times in a row, the third 6 is not played and your turn passes to the next player. Some apps also cancel the moves from the first two 6s. The chance of three 6s in a row is (1/6)³ = 1/216, about 0.46%, so this is rare.

5. Land on an opponent to capture it

If your move ends on a square with a single opponent token, and that square is not safe, it is captured and goes back to its yard. In the app convention you also get a bonus roll. Passing over a token does nothing.

Capture example: Red rolls a 6 and lands on Yellow A strip of track squares numbered 22 to 34, counted from Red's start. Red's token is on square 25 and Yellow's token is on square 31, six squares ahead. Square 26 is Yellow's start and square 34 is a star; both are safe. Red rolls a 6, counts squares 26 to 31 and lands on Yellow, sending it back to its yard. Red rolls a 6: count 6 squares from 25 22 23 24 25 26 27 28 29 30 31 32 33 34 R Y 1 2 3 4 5 6 Yellow start (safe) Star (safe) Square 31 is not safe, so Yellow goes back to its yard.
Capture: Red is on 25 and Yellow is on 31, six squares ahead. Red rolls a 6 and counts 26, 27, 28, 29, 30, 31. Passing Yellow's start square (26) is fine. Red lands on Yellow, which goes back to its yard.

Start counting from the square after the one you are on: from 25, a 6 reaches 31, not 30.

6. Safe squares protect every token on them

A token on a start square or a star cannot be captured, and different colours can share these squares. Your home column is safe too. Example: Yellow is on the star at 34 and Red lands there. Both tokens stay.

7. You need the exact roll to reach Home

A token must land exactly on Home. A roll higher than the steps left can't be used by that token, so move another one. If no token can move, the turn passes. In the app convention, reaching Home earns a bonus roll.

Exact roll to reach Home Red's home column: square H1 to H5, then Home. Red's token is on H3, three steps from Home. A roll of 3 lands exactly on Home and is allowed. A roll of 5 would overshoot Home by two steps and cannot be used for this token. H1 H2 H3 H4 H5 HOME R Roll 3: exactly Home ✓ Roll 5: 2 steps past Home, not allowed
Exact roll: Red's token is on H3, three steps from Home (H4, H5, Home). A 3 finishes it. A 5 would go two steps past Home, so that token cannot move.

8. First to get all four tokens Home wins

The game is won when a player's fourth token reaches Home. With three or four players, many families and apps play on for second and third place. This varies by app.

Blocks: check before you rely on them

In many home games, two same-colour tokens on one square form a "block" (joda) that can't be captured, and sometimes can't be passed. We could not confirm Ludo King's handling from an official source, so treat blocks as a house rule and check your app.

How to Play a Game of Ludo, Step by Step

A game has five stages: set up, decide who starts, take turns, bring tokens Home and check the result.

1

Prepare the board

Each player takes a colour and puts four tokens in that yard. Two players usually take opposite corners, such as Red and Yellow. Agree the house rules first: opening on 1, blocks and three 6s.

2

Decide who starts

Everyone rolls once and the highest roll goes first. Play moves clockwise. Apps choose for you.

3

Take your turns

Roll and move one token by the number shown. Only a 6 opens a token. A 6, a capture or reaching Home gives another roll, and three 6s end the turn. No captures on safe squares. If no token can move, the turn passes.

4

Bring tokens Home

After almost a full lap, turn into your home column, where tokens are safe. The last move must land exactly on Home.

5

Check the result

The first player with all four tokens Home wins. In timed or points formats, the highest score when time or moves run out wins instead.

Worked Example: Four Turns in a Two-Player Game

Here are four correct turns between Red and Yellow, then two wrong moves and their fixes. Squares are numbered from Red's start (0). Yellow's start is 26, and the nearby stars are 21 and 34.

Position before the example: Red has one token (R1) on square 22. Yellow has all four tokens in its yard.

TurnRoll(s)MoveWhy it is correct
1. Yellow6, then 3The 6 opens Y1 onto square 26. The bonus 3 moves Y1 to 29.Only a 6 can open a token, and a 6 always earns another roll.
2. Red3R1 moves 22 → 25.R1 is Red's only token out, so this move is forced.
3. Yellow2Y1 moves 29 → 31. It needed a 5 to reach the star on 34.Y1 is also forced. It is now 6 squares ahead of R1, off a safe square.
4. Red6, then 3The 6 moves R1 25 → 31 and captures Y1, which returns to Yellow's yard. The bonus 3 takes R1 to the star on 34.Count from 26: 26, 27, 28, 29, 30, 31. Square 31 is not safe, so the capture stands. Square 34 is safe, so R1 cannot be captured there.

On turn 4 Red could have used the 6 to open a second token instead. Capturing was better: it cost Yellow all its progress and a new 6 to reopen.

Whether a capture made with a 6 earns one bonus roll or two varies by app, so the example uses only one.

Incorrect example 1: capturing on a safe square

Wrong: Later, Yellow re-enters a token on its start square, 26. Red has a token on 23, rolls a 3, lands on 26 and removes Yellow's token.

Fix: Square 26 is Yellow's start square, which is safe. Red's token may land there, but both tokens stay. To capture, Red needs Yellow to step off the safe square first.

Incorrect example 2: overshooting Home

Wrong: Red's token is on H3, three steps from Home, as in the diagram above. Red rolls a 5, moves it into Home and "bounces" the extra two steps.

Fix: The token needs exactly 3, so the 5 cannot be used for it. Red moves a different token 5 squares. If none can move, the turn passes. A few home games allow bouncing back from an overshoot, but most apps do not.

Common Mistakes and Rule Variations

Most Ludo arguments come from miscounting or from players using different house rules. Here are the usual mistakes, then how classic rules differ from the Indian app convention used here.

  • Counting the square you are on. Always start counting from the next square.
  • Capturing on a star or start square. Nobody can be captured on a safe square, whatever the colour.
  • Missing a bonus roll after a 6, a capture or reaching Home, or playing a third 6.
  • Racing one token alone. With only one token out, every roll is forced. Opening a second token gives you choices.
RuleClassic board-game rulesIndian app convention (this guide)
Opening a tokenOnly a 6.Only a 6. Many Indian home games also allow a 1, and some app formats start with all tokens already out.
Bonus rollsFor a 6.For a 6, a capture and a token reaching Home.
Three 6s in a rowThe third 6 is not played and the turn passes.Same. Some apps also cancel the earlier moves of that turn.
Safe squaresOnly the home column. Wikipedia describes star safe squares as a feature of the Indian layout.Eight: four start squares and four stars.
BlocksTwo same-colour tokens form a block. An opponent landing on it is sent back.Varies. Often a block can't be captured, and sometimes it can't be passed. Check your app.
Reaching HomeExact roll.Exact roll. A few house rules allow bouncing back.
DiceOne die.One die. Some Indian families play with two dice.
WinnerFirst to get four tokens Home.Same in classic mode. Timed and points modes: highest score wins.

"Classic" here means the rules summarised on Wikipedia's Ludo page. Individual apps and families can differ, so the in-game rules screen always wins.

🎲
Online dice and "dice hacks"

Online Ludo dice come from a random number generator (RNG). Ludo King, for example, says its RNG is certified by iTech Labs. No tapping trick changes the roll, and "dice hack" apps or modded APKs are scams that can steal your account. See our fake APK guide.

Tips for Your First Games

In your first games, open a second token early, rest on safe squares when an opponent is close behind, and capture when you can. The dice still matter a lot, but these habits stop easy losses.

  • Use early 6s to open tokens, so you have a choice of moves later.
  • Count the gap behind you. An opponent 1 to 6 squares behind needs just one exact roll (1 in 6) to capture you, so prefer a safe square.
  • Capture when it doesn't leave you exposed. The opponent loses its progress and needs a new 6.
  • Read the rules screen of any new app before your first game.

🃏 Like turn-based Indian classics? Try Rummy or Teen Patti

Ludo isn't on Come Game, but Rummy and Teen Patti are. New members can get a ₹10,000 welcome bonus on their first UPI deposit, subject to terms, and withdraw by UPI.

See Rummy & Teen Patti

Real-money gaming is for adults aged 18 and over only, and it is restricted in Andhra Pradesh, Assam, Odisha, Telangana, Nagaland and Sikkim. Set limits before you play. See our responsible gaming page.

Ludo Rules Checklist and Next Steps

Check these points before and during a game.

  • Everyone agrees the version: opening on 6 only or on 1 and 6, blocks or no blocks, bonus rolls for captures and Home.
  • A token leaves the yard only on a 6 (or a 1, if agreed). A 6 gives another roll, but a third 6 in a row ends the turn.
  • You count from the next square and move one token by the full roll.
  • A capture needs a single opponent token on a square that is not a start square or a star.
  • A token reaches Home only with the exact roll.
  • The winner is the first player with all four tokens Home, unless it's a timed or points format.

Next: learn the card games in the Come Game library with our Indian Rummy rules guide and Teen Patti rules guide. Compare every title on the games page, or read our Carrom rules guide and Call Break rules guide.

Sources

Rules were checked against these pages on 22 September 2026. Where they disagree, the article says the rule varies.

  1. Wikipedia: Ludo: board, core rules, blocks, Indian safe squares, variants and origin.
  2. Zupee: Ludo Rules: bonus rolls, three 6s, exact roll, and timed and points formats.
  3. Zupee: Ludo Safe Zones: the eight safe squares.
  4. Ludo King: FAQ: in-game tutorial and RNG-certified dice.
  5. Party Ludo: Ludo Rules: captures, safe squares, three 6s and blocks as a house rule.
  6. Bigsmall.in: Ludo Official Rules: opening on a 1, two dice and the capture bonus.
  7. Rarepike: Blocking & Safe Spaces in Ludo: block rules by version.

Frequently Asked Questions

Yes, in classic rules and most Indian apps a token leaves the yard only on a 6. Some home games also allow a 1, and some app formats start with every token already out, so check your version's rules screen.
Your turn ends. The third 6 is not played and the die passes to the next player. Some apps also cancel the moves from the first two 6s. Three 6s in a row has a 1 in 216 chance, about 0.46%.
In the Indian layout, eight track squares are safe: the four coloured start squares and the four stars. Tokens there cannot be captured, and different colours can share them. Your own home column is also safe.
In most Indian apps, yes. A capture sends the opponent's token back to its yard and gives you a bonus roll, and so does bringing a token Home. In classic board-game rules, only a 6 gives an extra roll.
Yes. If a token is three steps from Home, only a 3 finishes it. A higher roll must be used by another token, and if no token can move, the turn passes.
In many home games, yes. Two same-colour tokens on one square form a block that can't be captured, and sometimes can't be passed. Apps handle blocks differently, so check your app's tutorial.
No. Online Ludo dice come from a random number generator, and no tapping or timing trick changes the roll. Apps or modded APKs that promise dice control are scams and a security risk.
No. Ludo is not in the Come Game games library, and this article is a general guide. The Come Game library includes Rummy and Teen Patti.
P

Priya S.

Product & Growth Lead, Come Game

Priya writes the blog's rules-first game guides, starting from exactly how a game works before any talk of strategy — because half-remembered house rules cause more lost games than bad luck does. More about the team →

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