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Game rules

Pick a game. Learn the rules. Let’s play.

Ludo: the basics

  1. Roll a six to leave the yard, then move clockwise by your roll.
  2. Land on an opponent to kick them back to their yard. Star squares are safe.
  3. Only rolling a six earns another roll. Kicking or getting a piece home does not give a bonus roll. Three sixes in a row end your turn.
  4. Use an exact roll to reach home. First to bring all four pieces home wins.
  5. Pieces can pass and share squares. There are no blockades in this version.

A fair die

Every roll has an equal 1 in 6 chance of each number. Rolls are independent, with the same odds for people and computers. A run without a six can happen; the die does not favour or penalise anyone.

The extra kicks

Back kickMove backward by the roll, only to capture. You cannot go backward past your starting square. Safe stars protect pieces.

Parallel kickCount forward by the roll, then cross the home lane to capture on the matching outer-track square. Your piece takes that square. Safe stars protect pieces.

Home kickCount forward by the roll to an outer-track square beside an enemy home-lane piece. Kick that piece back to its yard; yours stays on the outer track. Finished pieces are protected.

These are Ludo Yard’s house-rule variants. The host picks them before creating the room. We use one die. Online rooms last 24 hours; refreshing this tab keeps your seat.

Extra kicks are off by default. Choose your rules during setup before starting.

Snakes & Ladders

  1. Start off the board. Move forward by each roll.
  2. Land at a ladder’s foot to climb. Land on a snake’s head to slide down.
  3. Reach 100 with an exact roll to win. An overshoot leaves you where you are.
  4. Every roll passes the turn, including sixes. Players can share squares.

Play on one device with two to four players, or against computer opponents. Switch games at any time; your progress stays in this tab.

Playing Ludo with friends

Create a private room and share its code or invite link. Everyone chooses a name and colour before the host starts. You can also play against the computer or pass one device around.

Need a break? Pause the game. In online rooms, every player must confirm they are ready before play resumes. If someone disconnects during play, they have 60 seconds to reconnect.