Ludo (original) (raw)

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Board game

Ludo

One of the first editions of Ludo
Years active Since c. 1896
Genres Board game Race game Dice game
Players 2–4
Playing time < 90 min
Chance High (dice rolling)
Age range 3+
Skills Strategy, tactics, counting, probability

Ludo (; from Latin ludo '[I] play') is a strategy board game for two to four[a] players, in which the players race their four tokens from start to finish according to the rolls of a single die. Like other cross and circle games, Ludo originated from the Indian game Pachisi.[1] The game and its variations are popular in many countries and under various names.

Pachisi 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.[b][2][3] The Royal Navy took Ludo and converted it into the board game Uckers.[4]

An original Ludo board

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[c] in their colour. The board is normally square with a cross-shaped playspace, 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).

Trajectory of tokens of each colour on the original Ludo board

Two, three, or four can play, without partnerships.[d] At the beginning of the game, each player's four tokens are out of play and staged 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 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[6][7] 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.

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.[6][7] Players can draw a token from home every time they get a six unless home is empty or move a piece 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.

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 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.[8] If a token advances onto a spot occupied by a token of the same colour, then they create something that is called a "block".[5] If an opposing token lands on the same spot as the block, the advancing token is returned back to its respective home point.[8][9][10]

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.[e] If the third roll is also a six, the player may not move and the turn immediately passes to the next player.

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.

List of international variants

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Regular parqués board for four players

Mens erger je niet, Dutch version for six players

Ludo exists under different names and brands, and in various game derivations:[11]

Mensch ärgere Dich nicht

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Mensch ärgere Dich nicht (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.

Hasbro has multiple brand names for ludo-like games from its acquisitions including:

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 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.

Pachisi variant being played on a Ludo board in Nepal

A player about to throw the die

In some parts of Africa including Nigeria, Botswana, Kenya, Lesotho and South Africa, the following rules are reportedly played:

  1. ^ In some countries (at least Denmark) 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 Bridge-like manner.

  2. ^ Patent number 14636.[2]

  3. ^ Tokens were originally flat bone discs;[5] modern materials are cardboard or plastic.

  4. ^ "From two to four-play, each with four pieces, and without partnerships."[6]

  5. ^ "Should a player throw two sixes in succession, he is allowed a third throw."[7]

  6. ^ Marin, G. (September 1942). "64. An Ancestor of the Game of 'Ludo.'". Man. 42: 114–115. doi:10.2307/2791716. ISSN 0025-1496. JSTOR 2791716.

  7. ^ a b Bell, R. C. (1979) [1st Pub. 1960, Oxford University Press, London]. Board and Table Games From Many Civilizations. Vol. I (Revised ed.). Dover Publications Inc. p. 12. ISBN 0-671-06030-9.

  8. ^ "Pachisi & Ludo – pc games, rules & history". vegard2.net.

  9. ^ Padfield, Peter (1995). War Beneath The Sea. New York, NY: John Wiley & Sons, Inc. p. 86. ISBN 0-471-24945-9.

  10. ^ a b Bell (1983), p. 113.

  11. ^ a b c Parlett (1999), p. 49.

  12. ^ a b c Diagram Group (1975), p. 13.

  13. ^ a b MacQuaid, Murphy (2021-05-18). "Ludo Board Game - Rules You Should Know". Bar Games 101. Retrieved 2022-10-18.

  14. ^ "Ludo Official BSE Rules" (PDF). Banglagym.com.

  15. ^ "New Ludo Rules". Ludo Culture. Archived from the original on Nov 24, 2023.

  16. ^ "History of Parques". Archived from the original on 2012-07-12. Retrieved 2009-02-03.

  17. ^ "Personal Time - Uckers". Retrieved 2011-09-17.

  18. ^ pl:Chińczyk (gra planszowa)

  19. ^ "Aggravation Rules" (PDF). Fgbradleys.com. 20 June 2016. Retrieved 12 November 2017.

  20. ^ "Headache".

  21. ^ Office, Government of Canada, Industry Canada, Office of the Deputy Minister, Canadian Intellectual Property. "Canadian Patent Database / Base de données sur les brevets canadiens". brevets-patents.ic.gc.ca. Archived from the original on 27 July 2011. Retrieved 30 December 2009.{{[cite web](/wiki/Template:Cite%5Fweb "Template:Cite web")}}: CS1 maint: multiple names: authors list (link)

  22. ^ "Search for a trade mark – Intellectual Property Office". www.ipo.gov.uk. Archived from the original on 1 April 2012. Retrieved 30 December 2009.

  23. ^ "History". Archived from the original on 4 November 2008. Retrieved 30 December 2009.

  24. ^ "How to play Trouble | Official Rules | UltraBoardGames". www.ultraboardgames.com. Retrieved 2021-10-22.

  25. ^ Murray (1978), p. 138.

General bibliography

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Attribution

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