Ludo
Play Ludo online free: 2–4 players on one phone or against the computer, with house rules you pick and dice you can check
🕹️ How to play
- How to start a Ludo game: The setup card is ready on load: 4 players, you as Red and three computer opponents, standard Ludo rules. Switch any seat to Human and type a name for pass and play, or pick 2 or 3 players. Tap Start and your next tap rolls the die.
- How to roll and move in Ludo: On your turn tap the die at the bottom right. Tokens that can move glow, and a dashed ring marks where each one would land, labelled out, jump, fly, bounce or home. With only one legal move it plays itself; with two or more, tap the plane or its landing ring. A 6 gives you another roll.
- How to play Ludo pass and play on one phone: Lay the phone flat between the players and take turns tapping the die. Nothing in Ludo is secret, so there is no screen to hide; when another human is up the top bar says whose turn it is and the die changes to their colour. Computer turns play automatically and their speed is in the menu.
- How to finish and play again: The first player to bring every token home takes 1st place; then choose to play on for the remaining places or end the game and rank by progress. The result card lists places, captures, times captured, rolls and sixes, with each player's dice spread. Play again rotates who starts and keeps your setup.
📖 Rules & variants
Ludo board and goal: a cross-shaped board with a yard in each corner for Red, Yellow, Blue and Green, four tokens (here drawn as planes) each. Every token travels clockwise once around the outer track, turns into its own coloured home column and ends in the centre. First to get all four home wins. With 2 players, Red and Blue sit opposite each other.
Leaving the yard: in standard Ludo you need a 6 to move a token from your yard onto your start square, and every 6 earns another roll. Easy rules also let a 5 bring a token out, and a 2, 4 or 6 variant is available in the rule details.
Capturing in Ludo: if your token ends its move on a square holding an opponent's token, that token is sent back to its yard. Tokens only capture where they stop, never on squares they pass. The four start squares and the four star squares are safe squares: nobody can be captured there and different colours may share them.
Getting home in Ludo: standard rules need an exact roll to reach home; a token that would overshoot cannot move, and if no token can use the roll the turn passes (a 6 still rolls again). Other rule sets let an overshoot count as home or bounce back the extra squares.
Three sixes in a row: under standard rules the third consecutive 6 is void and the turn passes. The Chinese variant is harsher and sends the token you moved last back to the yard.
Chinese aeroplane chess (飞行棋) variant: tokens start on a launch pad, landing on your own colour jumps you 4 squares ahead, landing on the dashed flight square flies you 12 squares across the board, and an overshoot at home bounces back. Pick it from the presets on the setup card.
Ludo strategy: get two or three tokens out early so one capture does not ruin you; avoid stopping 1–6 squares in front of an opponent, because that is exactly where their next roll can land; use safe squares as stepping stones; and close in on home with rolls to spare.
❓ FAQ
Last updated: 2026-10-10 · Saved on this device only