Ludo (board Game) - Rules

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 dice. When a player throws a 6 the player may bring a new piece onto the starting square, or may choose to move a piece already in play. The player is also granted another turn as a bonus, but if a 6 is rolled three times in a row it is counted as a foul and the player therefore loses their turn.

If a player gets a 6 they can separate chances (the player can separate 6 on one piece and 3 on the other if they get a 6 and a 3, if the pieces are already out of the house). The player can also play the numbers (6 & 3) using the same piece in any order. If a player cannot make a valid move after first move of 6 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 to get all four of their pieces onto the home square.

Read more about this topic:  Ludo (board Game)

Famous quotes containing the word rules:

    The reason why men enter into society, is the preservation of their property; and the end why they choose and authorize a legislative, is, that there may be laws made, and rules set, as guards and fences to the properties of all the members of the society: to limit the power, and moderate the dominion, of every part and member of the society.
    John Locke (1632–1704)

    Playing games with agreed upon rules helps children learn to live by rules, establish the delicate balance between competition and cooperation, between fair play and justice and exploitation and abuse of these for personal gain. It helps them learn to manage the warmth of winning and the hurt of losing; it helps them to believe that there will be another chance to win the next time.
    James P. Comer (20th century)

    Today the tyrant rules not by club or fist, but, disguised as a market researcher, he shepherds his flocks in the ways of utility and comfort.
    Marshall McLuhan (1911–1980)