How this Ludo plays.
Goal
- Move all four of your pawns out of your yard, around the board, and into the center home. First color to get all four home wins.
Dice
- Each turn you roll two dice. You must play the larger die first, then the smaller.
- Each die moves any one pawn (they can be the same pawn or two different pawns).
- If a die has no legal move, it is skipped.
Leaving the yard
- A pawn leaves the yard onto its colored start star with a roll of 1 or 6.
Capturing
- Landing on an opponent's pawn sends that pawn back to its yard.
- A pawn resting on a star space is protected and cannot be hit.
- You can't stack two of your own pawns on the same square anywhere on the track.
- Only one pawn may rest on a star \u2014 you can't move onto a star that's already occupied, and you can't exit your yard onto your star if your own pawn is already on it.
- Exception: when a color comes out of its yard onto its own colored star, it hits any opponent pawn sitting there.
Finishing
- You need an exact roll to land a pawn on the final home square; overshoots are not allowed.
Extra turns
- Rolling double six earns another turn.
- Capturing an opponent earns another turn.
- Getting a pawn home by exact roll earns another turn.
Controls
- Click the dice to roll and click a highlighted pawn to move it. Hold the dice down to keep them spinning; they settle when you release.
- Keyboard: press and hold Space or Enter to spin the dice, release to roll; use the arrow keys to pick among the available pawns (the gold ring shows the selection), then Space or Enter to move it.
Players
- Each color can be a Human or a Computer.
- Your game auto-saves — use Continue Game to resume.
Computer techniques
- Casual — plays loosely with lots of randomness; a relaxed, unpredictable opponent.
- Balanced — weighs captures, safety, getting pawns out, and advancing fairly evenly.
- Strategic — cautious: favors safe squares and avoids leaving pawns exposed to capture.
- Aggressive — chases captures and pushes its lead pawn hard, largely ignoring risk.
- Alpha — follows a fixed priority order: get the first pawns out, hit opponents, land on stars, enter the home row, then make safe advances and space its pawns. Tends to press the attack.
- Beta — finish-first priority order: complete pawns and enter the home row before anything else, then leave the nest, step off stars, and hit opponents. Plays more defensively.
During play, Alpha/Beta show the rule they used, like #8(advance to 4 behind). Their full decision order:
Alpha decision order
- 1st or 2nd pawn exits the nest
- Hit an opponent
- 3rd or 4th pawn exits the nest
- Land on a star
- Enter the home row
- Exit the nest to a safe square
- Block an opponent's start (move onto it while they still have a pawn in the nest)
- Advance to within 1–6 behind the nearest opponent (threaten a hit)
- Advance a non-star pawn to safety (out of reach ahead of the nearest opponent)
- Reach the final home spot
- Best advance (farthest pawn on an even roll, nearest pawn on an odd roll)
Beta decision order
- Reach the final home spot
- Enter the home row
- Leave the nest
- Leave a star
- Hit an opponent
- Best advance (farthest pawn on an even roll, nearest pawn on an odd roll)