Ludo is one of India's favourite games – played on cardboard boards during summer holidays, on train journeys, and now on phones by millions every day. It comes from the ancient Indian game Pachisi, which was played with cowrie shells instead of dice. The basic rules are simple, but every family seems to have its own "house rules", which is where most arguments start. This guide explains the standard rules, the most common variations, a few strategy tips, and the maths of rolling a six.
Lost the dice? Roll online – every roll is fair and random, and sixes are highlighted.
Open the dice roller →What you need
- A Ludo board with four coloured "yards" (usually red, green, yellow and blue), a cross-shaped track, and a home triangle in the centre.
- Four tokens (pieces) per player, in that player's colour.
- One normal six-sided dice.
- 2 to 4 players. With two players, sit opposite each other.
The standard rules
- Setting up: each player puts their four tokens in their yard.
- Who starts: each player rolls; the highest roll goes first. Play then moves clockwise.
- Getting out: you need a 6 to move a token out of your yard onto your starting square.
- Moving: on each turn, roll the dice and move one token forward (clockwise) by that number of squares. If none of your tokens can move, your turn passes.
- Rolling a six: a 6 gives you another roll after your move. You can use a 6 either to bring a new token out or to move a token already on the board.
- Capturing: if your token lands exactly on a square with an opponent's single token, that token is "cut" and goes back to its yard. It needs a 6 to come out again.
- Safe squares: squares marked with a star (and each colour's starting square) are safe – tokens there can't be captured.
- Home stretch: after going almost all the way round the board, each token turns into its own coloured home column. Opponents can't enter your home column.
- Finishing: a token must reach the centre by an exact roll. If you need a 3 and roll a 5, you must move another token or lose the move.
- Winning: the first player to bring all four tokens home wins. Others can keep playing for second and third place.
Common house rules (agree before you start!)
| Rule | What it means |
|---|---|
| Three sixes | Rolling three 6s in a row cancels your turn – often the third 6 can't be used at all. |
| Bonus roll for a capture | Cutting an opponent's token gives you an extra roll. Very popular in mobile versions. |
| Bonus roll for reaching home | Getting a token into the centre gives an extra roll. |
| Blocks | Two of your tokens on the same square form a block. In many versions opponents can't pass or land on it. |
| Capture before going home | Some families require you to capture at least one opponent's token before any of your tokens can enter the home column. |
| Start with one token out | A faster version where each player begins with one token already on the starting square. |
None of these are "wrong" – they are just different versions. Settle them before the first roll to avoid fights halfway through the game.
The maths of rolling a six
With a fair dice, the chance of rolling a 6 is 1 in 6 (about 16.7%) on every roll. That means:
- On average, you need 6 rolls to get a six – but it's common to wait much longer.
- The chance of no six in 6 rolls is about 33.5% – so a third of the time, you'll still be stuck after six tries. It isn't bad luck; it's normal.
- The chance of at least one six in 3 rolls is about 42%.
- The chance of three sixes in a row is only about 0.46% – roughly 1 in 216.
Past rolls don't change the next one. After five turns without a six, your chance on the next roll is still exactly 1 in 6.
Strategy tips
- Get more tokens out early. Having two or three tokens on the board gives you more choices for every roll.
- Use safe squares. Park tokens on star squares when an opponent is close behind.
- Count the danger zone. An opponent 1–6 squares behind you can capture you with a single roll. Try not to stop there.
- Chase when it's cheap. If you can capture a token that has travelled far, it's usually worth it – it sends your opponent back a long way.
- Don't rush one token home. A single token racing ahead leaves the rest stuck in the yard. Balance progress.
- Use blocks (if your house rules allow them) to hold back opponents near your home entrance.
Playing without a board or dice
If you have a board but no dice, use our online dice roller on any phone – it's fair and shows your last rolls, which helps settle "did you really roll a six?" debates. If you need to decide who plays which colour, a quick coin toss or the random name picker keeps it fair.
Frequently asked questions
Do you need a 6 to start in Ludo?
In standard rules, yes – you need a 6 to bring a token out of your yard. Some faster house rules let you start with one token already out.
What happens if you roll three sixes in Ludo?
In a very common house rule, three sixes in a row cancel your turn. Agree on this before playing, as not everyone uses it.
Can two tokens of the same colour block the path?
In many versions, yes – two tokens of the same colour on one square form a block that opponents cannot pass. Other versions don't use blocks.
What is the chance of rolling a 6?
1 in 6, or about 16.7%, on every roll of a fair dice.