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Ludo Rules

How to Play Ludo

Starting a token

Roll a 6 to move a token from Home Base onto the starting square.

Movement

Move one square for each dice point. An exact number is required to reach Home.

Extra rolls

Rolling a 6 or capturing an opponent gives another roll. Three consecutive sixes cancel the turn.

Capturing

Landing on an opponent on a non-safe square sends that token back to Home Base.

Safe squares

Tokens on marked safe squares cannot be captured.

Winning

Bring all four tokens Home. A 4-player match continues until 1st, 2nd and 3rd places are decided.

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