Ludo (board game)
Ludo (from Latin ludo, "I play") is a simple board game for two to four players, in which the
players race their four tokens from start to finish according to dice rolls. Like other Cross and Circle
games, it is similar to the Indian Pachisi, but simpler. The game and its variants are popular in many
countries under various names.
History
Pachisi originated/started in India by the 6th century. The earliest evidence of this game in India is
the depiction of boards on the caves of Ajanta.
This game was played by the Mughal emperors of India; a notable example being that of Jalaluddin
Muhammad Akbar, who played living Pachisi using girls from his harem.
Vaiations of the game made it to England during the British Raj, with one appearing under the name
Ludo around 1896, which was then patented.
In Germany this game is called "Mensch ärgere dich nicht" which in English means "Man, don't get
irritated", and has equivalent names in Dutch, Croatian, Czech and Slovak.
Board
A ludo board is normally a square marked with a cross. Each arm of the cross is divided into three
columns, with the columns divided into usually six squares. The centre of the cross is the finishing
square which is often divided into four coloured triangles. Each coloured triangle is combined with
a coloured middle column appears as an arrow pointing to the finish. The shaft of each arrow is a
player's "home column" and is five squares long.
To the left of each home column, one square from the edge of the board, is a starting square, also
coloured. During game play a piece moves from its starting square, clockwise around the perimeter
of the board, and up the player's home column to the finishing square. In the space to the left of
each arm is a circle or square to hold a player's pieces before they are allowed into play. Unlike
Pachisi, there are no resting squares, but the coloured home column may only be entered by its own
player's tokens. However, Ludo played in Sub Continent has a resting place in each quadrant,
normally fourth square from the top in the right most column.
The special areas on the board are typically brightly coloured with yellow, green, red, and blue.
Each player uses cardboard or plastic tokens of matching colour.
Rules
At the start of the game, the player's four pieces are placed in the start area of their colour.
Players take it in turn to throw a die. A player must first throw a six to be able to move a piece from
the starting area onto the starting square. In each subsequent turn the player moves a piece forward
1 to 6 squares as indicated by the die. When a player throws a 6 or a 1 the player may bring a new
piece onto the starting square, or may choose to move a piece already in play. Also, each time a
player gets a 6 on the die, he/she gets another turn as a bonus, but if any player gets 6 on a die three
times in a row it is counted as a foul and the player therefore loses his/her turn.
If a player cannot make a valid move they must pass the die to the next player.
If a player's piece lands on a square containing an opponent's piece, the opponent's piece is captured
and returns to the starting area. A piece may not land on a square that already contains a piece of the
same colour (unless playing doubling rules; see below).
Once a piece has completed a circuit of the board it moves up the home column of its own colour.
The player must throw the exact number to advance to the home square. The winner is the first
player to get all four of their pieces onto the home square.
Variations
➢ To get a game started faster, some house rules, allow a player with no pieces on the board to
bring their first piece into play on any roll, on a 1 or a 6, or allow multiple tries to roll a 6
(with three rolls being the most popular).
➢ If a piece lands on the same space as the another piece of the same colour, the moved piece
must take the preceding space.
➢ If a player's piece lands on another of their own pieces, they are doubled and form a "block"
which cannot be passed by any opponent's pieces. Or in some variations may only be passed
by rolling a 6.
➢ Doubled pieces may move half the number if an even number is thrown e.g. move 2 spaces
if a 4 is thrown.
➢ A doubled piece may capture another doubled piece (like in Coppit).
➢ A board may have only four spaces in each "home column". All four of a player's piece must
finish in these spaces for the player to have finished the game. (See Mensch ärgere dich
nicht.)
➢ To speed the game up, extra turns or bonus moves can be awarded capturing a piece or
getting a piece home; these may grant passage past a block.
In some parts of Africa the following rules are reportedly played:
➢ a doubled block also blocks trailing pieces of the player who created the block, or blocks
them unless they roll the exact number to land on the block. This reduces the tactical
advantage of a block and makes the game more interesting.
➢ there are 4 safety squares on the board, like castle squares in Pachisi, as well as the safe
home squares, where a piece may able to move forwards or backwards and start their turn
before previous player finishes.
➢ a piece landing on a square with an opponent's piece not only sends the opponent piece back
to the starting area but also sends the piece to its home square.
➢ A Player cannot move their first piece into the "home column" unless they have captured at
least one piece of any of the opponents.
Ludo is a game in the Pachisi family (like Sorry! and Parcheesi), and involves moving colored
pawns around the board to the home base. It is simpler than most and was originally developed for
children to play. Gameplay is most closely associated with Sorry, and can be mastered in the first
sitting.
Instructions
things you'll need:
Ludo board game
1
Choose a color and place your playing pieces in the starting section for your color. There is no
advantage or disadvantage to choosing one color over another.
2
Roll the die to see who goes first. The highest number wins the advantage.
3
Roll the die on your turn to either move your piece forward in a clockwise manner, or use the
opportunity to move one of your pieces from the base to the track (by rolling a 6).
4
Be aware that you can't move a piece out of the starting area unless you roll a 6. If you roll
something other than a 6 and do not have a piece on the track, then you forfeit your turn.
5
Note that if you are not capable of moving a piece precisely into the home section (you must roll the
exact amount that would place a piece in the home section) then you must choose a different piece
to move or forfeit your turn.
6
Be sure that you also take your extra turn when you throw a 6. You'll be able to move your piece out
of the starting location and could even move it farther along the path. Players who are lucky enough
to throw several consecutive 6s could move a single piece far ahead, getting them away from
opponents.
7
Take care that you try to move pieces away from opponent's pieces, or they run the risk of being
sent back to the starting square (as in Sorry!). If a piece is sent back to the beginning, it'll have to
start all over again.
8
Use variants that change the standard rules and make the game more interesting. For example, you
could change the die-roll-6 rule to include rolls of 1, giving you two different opportunities to move
a piece onto the track.
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