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Ludo
For 2-4 players

Each player receives four counters with the same colour: Red, yellow, green or blue. The owner of the table has the option to select his/her colour as the table is created. Your counters start at the starting area matching their colour. To determine who gets the first turn each player successively rolls a regular die. Highest roll begins. Ties are broken by another round of rolling. The object of the game is to move all four counters around the board clockwise from the start area to the goal area. The goal area is at the end of a path with the same colour as that of your counters. The first player to get all of his/her counters into the goal area wins.
Playing Ludo alone:
You have the option to play Ludo alone against computer controlled opponents. You still play the game with 2-4 players. If you are the only human player you can only play for tokens and not rating. To play alone you simply create a table and srart it before any human players join in.
Dice 1-2-4-6:
The player must move his/her counters as many moves as shown by the die eyes. If you throw a 6 you get an additional throw.
Globe:
You have to throw a globe in order to move a counter onto the board. If a players has no counters on the board, he/she can try three times to throw a globe.

If you throw a globe you always get an additional throw and you can choose to move one of the counters still in the start area onto the board or to move one of the counters already on the board to the next globe symbol on its path.

A counter positioned on a globe symbol is safe. If a player moves his/her counter to a globe symbol already occupied by another player the counter has to be moved back to its start area.

A counter positioned on a globe symbol is safe. If a player moves his/her counter to a globe symbol already occupied by another player the counter has to be moved back to its start area.
Star:
If you throw a star you may select a counter which gets to move to the next star symbol in it path and from this star onto the next star symbol. Every other throw which causes a counter to end up at a start symbol automatically makes the counter move on to the next start symbol.

If you land on a star symbol, be it the first or second during your move, occupied by a single opponent counter, that opponent counter is moved all the way back to its starting location.

If your counter lands on the star just outside the path to your goal area you skip the path entirely and move the counter directly to the goal area. If you throw a star while standing on the path your turn is forfeit.
Multiple counters in one square:
If your counter lands on a square already occupied by a single opponent counter, that counter is knocked back to its starting location. If multple counters occupy the square, they act as a block and knock your counter back to its starting location.

If you have one or more counters on the globe outside an opponents starting location and he moves onto that globe all of your counters occupying it are knocked back to their starting location.
Goal:
To get your counters from the path outside the goal area into the goal area you have to throw the exact number required to end in the goal area, if not your counter will bounce back onto the path and you will have to wait for your next turn to try again.
Jackpots
GBP
0
5
4
1
9
GBP
0
1
6
0
3
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