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player's home column). When reaching the square below their home column, a player continues by moving tokens up the column to the finishing square. The rolls of a single die control the swiftness of the tokens, and entry to the finishing square requires a precise roll from the player. The first to bring all their tokens to the finish wins the game. The others often continue to play to determine second-, third-, and fourth-place finishers.
1527:
241:, with each arm of the cross having three columns of squares, usually six per column. The middle columns usually have five squares coloured; these represent a player's home column. A sixth coloured square not on the home column is a player's starting square. At the centre of the board is a large finishing square, often composed of coloured triangles atop the players' home columns (thus depicting "arrows" pointing to the finish).
602:
767:
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is returned back to its respective home point. This forces the opponent to roll another 6 to take it out of their home and move it again. If a token advances onto a spot occupied by a token of the same colour, then they create something that is called a "block". If an opposing token lands on the same spot as the block, the advancing token is returned back to its respective home point.
225:
34:
304:
in the player's yard (one of the large corner areas of the board in the player's colour). When able to, the players enter their tokens one per turn on their respective starting squares and proceed to race them counterclockwise around the board along the game track (the path of squares not part of any
592:
The
Latvian version of the game is called "Riču-Raču". The board is larger than the original board with seven home spaces instead of four (but the player must always reach the four farthest home spaces anyway, if the player overrolls, then they must move the extra spaces back and wait for their next
321:
If the player cannot draw a token from home, rolling a six earns the player an additional or "bonus" roll in that turn. If the bonus roll results in a six again, the player earns again an additional bonus roll. If the third roll is also a six, the player may not move and the turn immediately passes
317:
Players must always move a token according to the die value rolled. Once players have one or more tokens in play, they select a token and move it forwards along the track the number of squares indicated by the die. If a token advances onto a spot occupied by opponent's token then the opposing token
313:
Each player rolls a die; the highest roller begins the game. Players alternate turns in a clockwise direction. To enter a token into play from its yard to its starting square, a player must roll a six. Players can draw a token from home every time they get a six unless home is empty or move a piece
783:
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; additionally, the doubled block cannot move forwards until the block that landed upon it moves off again. This reduces the tactical advantage of a
645:, the player can move a single piece 4 steps forwards and then 1 step backwards, or 1 step forwards and 4 steps backwards, or 1 then 4 steps forwards or backwards. Or the player can move a piece 1 step forwards or backwards, and another piece 4 steps forwards or backwards.)
738:
In
Denmark and some other countries the board has eight spaces marked with a globe and eight with a star. The globes are safe spaces where a piece cannot be captured. The exception is that a player who has not yet entered all pieces, can always enter a piece on a roll of
325:
A player's home column squares are always safe, since no opponent may enter them. In the home column, a player cannot jump over; after one rotation is completed, the player must enter the home and roll the exact number needed to get each token onto the home triangle..
273:
Rule No. 9: if a player 3 pieces reached Home, only one is left. and the piece reached the home column. A person should be shifted to one Dice, if the player wants to play with 2 dice he/she gets the exact number which in the case of one, is not possible
754:(meaning that the player can enter a token into play and can roll again). Furthermore, once a player's token reaches their home column, it can only go up each square with an exact roll. This means that a person outside the column must roll a
637:, a variation that uses two dice allows backwards movement. The dice are rolled and the die values can be used independently or in combination to move two pieces or a single piece forwards or backwards or both. (E.g., if the roll gives
583:: Players race their four tokens (or marbles) around the game board from start to finish, with the objective being to be the first to take all of one's tokens "home". Like Sorry!, it is played with playing cards rather than dice.
743:. If the entry space is occupied by another player's piece, that piece is captured. Otherwise the entry spaces work like the other globe spaces. A piece which would have landed on a star instead moves to the next star.
422:(Man, Don't Become Annoyed), is a German game from 1914 and has equivalent names in Albanian, Bulgarian, Croatian, Czech, Dutch, Greek, Italian, Macedonian, Polish, Romanian, Serbian, Slovak, Slovenian, and Turkish.
232:
Special areas of the Ludo board are typically coloured bright yellow, green, red, and blue. Each player is assigned a colour and has four tokens in their colour. The board is normally square with a cross-shaped
617:
features a safe square in each quadrant, normally the fourth square from the top in the rightmost column. These squares are usually marked with a star. In India Ludo is often played with two dice, and rolling
790:
There are four 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
258:
Rule No. 4: The number on each die represents how many spaces a piece can move. For example, if a player rolls a 3 and a 6, they can move one piece 3 spaces and another piece 6 spaces.
593:
turn). Captures are allowed and two tokens cannot occupy the same space. If a player rolls a one or a six, they can either get a second roll or move a token to the starting position.
800:
If a player captures the piece of another player, they are awarded a bonus roll. If in the bonus roll, another player's piece is captured, another bonus roll is awarded and so on.
1310:
858:) a variant for six players is available, but it is uncommon. Also in Denmark, a four-player variant called Partners is available, where the players compete in pairs in a
794:
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 landing piece to its home square.
249:
Rule No. 1: The game starts with each player choosing a set of four pieces (usually colored red, blue, green, and yellow) and placing them on the starting square.
314:
six times. The start box has two own tokens (is doubled). If the player has no tokens yet in play and rolls other than a six, the turn passes to the next player.
698:
A board may have only four spaces in each home column. All four of a player's pieces must finish in these spaces for the player to have finished the game. (See
570:: A Chinese cross-and-circle board game derived from Ludo, it uses aeroplanes as tokens, with additional features such as coloured cells, jumps, and shortcuts.
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Rule No. 10: If a player has no pieces on the board, they can only roll the dice to try to get a double, which allows them to enter a piece into play.
1542:
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To speed the game up, extra turns or bonus moves can be awarded for capturing a piece or getting a piece home; these may grant passage past a block.
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270:
Rule No 8: If a player rolls a double (two 6s), they can move one piece the total number of spaces shown on the dice (e.g., 6 spaces for two 3s).
746:
In
Vietnam, it is called "Cờ cá ngựa", where the game is modeled after a horse race with the tokens modeled as horse heads. In this variation, a
264:
Rule No. 6: If a piece lands on a square occupied by an opponent's piece, it can "knock off" that piece and send it back to the starting square.
252:
Rule No. 2: The objective of the game is to move all four pieces around the board and return them to the starting square before your opponents.
208:
was created in India in the sixth century CE. It was modified to use a cubic die with a die cup and patented as "Ludo" in
England in 1896. The
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A player cannot move their first piece into the home column unless they have captured at least one piece of any of the opponents.
779:
In some parts of Africa including
Nigeria, Botswana, Kenya, Lesotho and South Africa, the following rules are reportedly played:
296:
Two, three, or four can play, without partnerships. At the beginning of the game, each player's four tokens are out of play and
1575:
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Rule No. 11: The game ends when one player has all four pieces back on the starting square. That player is the winner.
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If a piece lands on the same space as another piece of the same colour, the moved piece must take the preceding space.
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988:
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1257:
Office, Government of Canada, Industry Canada, Office of the Deputy
Minister, Canadian Intellectual Property.
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Rule No. 3: On each turn, players roll two dice to determine how many spaces they can move their pieces.
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Rule No. 7: A piece can only be moved to a square that is empty or occupied by an opponent's piece.
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A player cannot capture or enter finish if they have numbers remaining. (E.g., if a player rolls a
496:
652:
allow a player with no pieces on the board to bring their first piece into play on any roll, on a
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Doubled pieces may move half the number if an even number is thrown (e.g. move two spaces if a
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and they have the option to capture or enter finish with one of their pieces using the
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Hasbro has multiple brand names for ludo-like games from its acquisitions including:
197:. The game and its variations are popular in many countries and under various names.
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If the two players sitting opposite are partners, the players can exchange numbers.
131:
880:
Tokens were originally flat bone discs; modern materials are cardboard or plastic.
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351:
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Ludo exists under different names and brands, and in various game derivations:
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898:"Should a player throw two sixes in succession, he is allowed a third throw."
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109:
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A block of two or more pieces cannot be taken by an opponent's single piece.
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on a die also allows a token to enter active play. Thus if a player rolls a
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A player must move all the numbers rolled (e.g. if a player rolls multiple
1144:
339:
889:"From two to four-play, each with four pieces, and without partnerships."
830:
236:
117:
1551:. Vol. 21 (11th ed.). Cambridge University Press. p. 308.
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55:
1259:"Canadian Patent Database / Base de données sur les brevets canadiens"
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90:
63:
59:
939:
695:). Three pieces together are weak and can be cut by a single piece.
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This article incorporates text from a publication now in the
728:, they can only do so if they have another piece that can use the
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Some variations permit doubled blocks to be passed by rolling a
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450:"Człowieku, nie irytuj się", also known as "Chińczyk" (Polish)
292:
Trajectory of tokens of each colour on the original Ludo board
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A doubled piece may capture another doubled piece (like in
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Rule No. 5: Pieces can only move forward, never backward.
19:
This article is about the board game. For other uses, see
224:
33:
1359:"How to play Trouble | Official Rules | UltraBoardGames"
1303:"Search for a trade mark – Intellectual Property Office"
1026:. New York, NY: John Wiley & Sons, Inc. p. 86.
181:
from start to finish according to the rolls of a single
1005:"Pachisi & Ludo – pc games, rules & history"
143:
134:
1492:
1444:
1417:
630:, they may get a token out and move it six steps.
334:
1562:
605:Pachisi variant being played on a Ludo board in
463:Verliere nicht den Kopf (Do not lose your head)
212:took Ludo and converted it into the board game
169:for two to four players, in which the players
1415:
977:Board and Table Games From Many Civilizations
762:afterwards to enter the second, and so forth.
1287:: CS1 maint: multiple names: authors list (
713:, they have to use all the numbers to move).
699:
1473:(Reissued ed.). Hacker Art Books Inc.
1045:
1043:
414:
1416:Diagram Group (1975). Ruth Midgley (ed.).
967:
965:
784:block and makes the game more interesting.
664:(with three rolls being the most popular).
1471:A History of Board-Games Other than Chess
1092:"Ludo Board Game - Rules You Should Know"
1073:
1071:
1069:
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405:De piedra en piedra (from stone to stone)
1537:
1442:
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924:"64. An Ancestor of the Game of 'Ludo.'"
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600:
381:Eile mit Weile (Haste makes Pace), Swiss
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660:, or allow multiple tries to roll a
1586:Games and sports introduced in 1896
1571:Board games introduced in the 1890s
1443:Grunfeld, Frederic V., ed. (1975).
1176:
648:To get a game started faster, some
399:Vuelta obligada (mandatory restart)
13:
1256:
1080:
979:. Vol. I (Revised ed.).
457:
14:
1612:
1556:
1495:The Oxford History of Board Games
1424:. Paddington Press Ltd. pp.
1313:from the original on 1 April 2012
1269:from the original on 27 July 2011
1015:
997:
447:"Не се сърди, човече" (Bulgarian)
438:"Čovječe, ne ljuti se" (Croatian)
38:One of the first editions of Ludo
1525:
453:"Nu te supăra, frate" (Romanian)
432:"Človek, ne jezi se" (Slovenian)
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1090:MacQuaid, Murphy (2021-05-18).
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770:A player about to throw the die
552:, British and Irish version of
358:, Dutch version for six players
1451:. Holt, Rinehart and Winston.
915:
874:
865:
848:
596:
335:List of international variants
1:
904:
758:to enter the first square, a
441:"Човече не љути се" (Serbian)
219:
1077:Diagram Group (1975), p. 13.
922:Marin, G. (September 1942).
909:
854:In some countries (at least
523:; North American and British
435:"Člověče, nezlob se" (Czech)
429:"Non t'arrabbiare" (Italian)
426:"Mens erger je niet" (Dutch)
408:Con Policía (With Policeman)
402:Cielo robado (stolen heaven)
7:
1203:pl:Chińczyk (gra planszowa)
804:
750:is given equal status to a
574:
329:
308:
283:
189:, Ludo originated from the
10:
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587:
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18:
1116:"Ludo Official BSE Rules"
506:Game of Headache, British
487:
475:
471:Brändi Dog (Swiss German)
444:"Kızma Birader" (Turkish)
105:
97:
85:
77:
69:
51:
43:
31:
1263:brevets-patents.ic.gc.ca
1184:"Personal Time - Uckers"
1022:Padfield, Peter (1995).
702:Mensch ärgere dich nicht
420:Mensch ärgere Dich nicht
415:Mensch ärgere Dich nicht
244:
1548:Encyclopædia Britannica
1501:Oxford University Press
1363:www.ultraboardgames.com
1581:Cross and circle games
1576:Children's board games
1381:Murray (1978), p. 138.
1063:Parlett (1999), p. 49.
981:Dover Publications Inc
821:List of chess variants
771:
700:
609:
482:Jeu des petits chevaux
384:Cờ cá ngựa, Vietnamese
359:
348:
347:board for four players
293:
229:
228:An original Ludo board
187:cross and circle games
769:
604:
541:, Finnish version of
354:
342:
291:
227:
21:Ludo (disambiguation)
1388:General bibliography
1159:"History of Parques"
1049:Bell (1983), p. 113.
871:Patent number 14636.
322:to the next player.
297:
234:
174:
162: ' play') is a
1215:"Aggravation Rules"
1024:War Beneath The Sea
615:Indian subcontinent
613:Ludo played in the
28:
16:Strategy board game
1596:Indian board games
1447:Games of the World
1399:The Boardgame Book
1339:on 4 November 2008
772:
610:
360:
356:Mens erger je niet
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1591:Indian inventions
843:Explanatory notes
533:, North American
511:Based on Pachisi
123:
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1467:Murray, H. J. R.
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1401:. Exeter Books.
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1335:. Archived from
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1161:. Archived from
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1147:on Nov 24, 2023.
1143:. Archived from
1137:"New Ludo Rules"
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1420:The Way to Play
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1534:public domain
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1096:Bar Games 101
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47:Since c. 1896
46:
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35:
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22:
1546:
1494:
1470:
1446:
1419:
1398:
1377:
1366:. Retrieved
1362:
1353:
1341:. Retrieved
1337:the original
1327:
1315:. Retrieved
1306:
1297:
1271:. Retrieved
1262:
1252:
1238:
1226:. Retrieved
1221:
1209:
1198:
1187:. Retrieved
1178:
1167:. Retrieved
1163:the original
1153:
1145:the original
1141:Ludo Culture
1140:
1131:
1122:
1110:
1099:. Retrieved
1095:
1023:
1017:
1008:
999:
976:
931:
927:
917:
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885:
876:
867:
850:
837:Zupee (Ludo)
811:Ashta Chamma
778:
759:
755:
751:
747:
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729:
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396:, Colombian
378:Fia, Swedish
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159:
125:
124:
91:dice rolling
78:Playing time
44:Years active
1519:Attribution
1395:Bell, R. C.
1343:30 December
1317:30 December
1273:30 December
1228:12 November
1009:vegard2.net
973:Bell, R. C.
934:: 114–115.
833:(2020 Film)
688:is thrown).
650:house rules
597:Differences
549:Frustration
497:Aggravation
173:their four
154:; from
118:probability
112:, tactics,
81:< 90 min
1565:Categories
1368:2021-10-22
1244:"Headache"
1189:2011-09-17
1169:2009-02-03
1101:2022-10-18
905:References
220:Ludo board
210:Royal Navy
167:board game
56:Board game
1333:"History"
975:(1979) .
948:0025-1496
910:Citations
826:Ludo King
791:finishes.
515:Parcheesi
390:, Spanish
375:, British
237:playspace
98:Age range
64:Dice game
60:Race game
1491:(1999).
1469:(1978).
1397:(1983).
1311:Archived
1283:cite web
1267:Archived
805:See also
635:Pakistan
575:Canadian
502:Headache
369:, Indian
345:parqués
343:Regular
330:Variants
309:Gameplay
284:Overview
164:strategy
114:counting
110:Strategy
1536::
956:2791716
856:Denmark
816:Pachisi
775:African
588:Latvian
562:Chinese
554:Trouble
543:Trouble
530:Trouble
394:Parqués
388:Parchís
367:Pachisi
206:Pachisi
201:History
195:Pachisi
70:Players
1530:
1507:
1477:
1455:
1432:
1405:
1030:
987:
954:
946:
860:Bridge
720:and a
693:Coppit
626:and a
538:Kimble
521:Sorry!
488:Hasbro
476:French
467:Coppit
373:Uckers
300:staged
214:Uckers
191:Indian
177:tokens
106:Skills
89:High (
86:Chance
52:Genres
1503:Inc.
1426:12–13
1218:(PDF)
1119:(PDF)
952:JSTOR
656:or a
607:Nepal
245:Rules
193:game
158:
156:Latin
1505:ISBN
1475:ISBN
1453:ISBN
1430:ISBN
1403:ISBN
1345:2009
1319:2009
1289:link
1275:2009
1230:2017
1028:ISBN
985:ISBN
944:ISSN
831:Ludo
641:and
581:Tock
171:race
160:ludo
126:Ludo
27:Ludo
1545:".
936:doi
928:Man
674:or
633:In
183:die
73:2–4
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