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their four tokens from start to finish according to the rolls of a single die. Like other cross and circle games, Ludo i

their four tokens from start to finish according to the rolls of a single die. Like other cross and circle games, Ludo is derived from the Indian , but simpler.
Genre(s): Board game; Race game; Dice game
Players: 2–4
Random chance: High (dice rolling)
Skill(s) required: Strategy, tactics, counting
Special areas of the Ludo board are typically colored bright yellow, green, red, and blue. Each player is assigned a color and has four tokens[c] in their color. The board is normally square with a cross-shaped play space, with each arm of the cross having three columns of squares, usually six per column. The middle columns usually have five squares colored; these represent a player’s home column. A sixth colored square not on the home column is a player’s starting square. At the center of the board is a large finishing square, often composed of colored triangles atop the players’ home columns (thus depicting “arrows” pointing to the finish).
Each player rolls the 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 6.[6][7] The player can draw a token from home every time he gets a 6 unless home is empty or move a piece 6 times. The start box has 2 own tokens (is doubled). If the player has no tokens yet in play and rolls other than a 6, the turn passes to the next player.
Players must always move a token according to the die value rolled. Once a player has one or more tokens in play, he selects a token and moves it forwards along the track the number of squares indicated by the die. If an opponent’s token is blocking your pathway,[clarification needed] you will need to land on the same space as the token to capture it. You cannot move past that token. Passes are not allowed; if no move is possible, the turn moves to the next player.
If the player cannot draw a token from home, rolling a 6 earns the player an additional or “bonus” roll in that turn. If the bonus roll results in a 6 again, the player earns again an additional bonus roll.[e] If the third roll is also a 6, the player may not move and the turn immediately passes to the next player.
If the advance of a token ends on a square occupied by an opponent’s token, the opponent token is returned to its owner’s yard. The returned token can be reentered into play only when the owner rolls a 6. If a piece lands on the same space as another piece of the same color, the pieces are doubled and form a “block”.[5] If the advance of a block ends on an opponent’s block, the latter is captured and returned to its owner’s yard, collectively.[8][9]
A player’s home column squares are always safe since no opponent may enter them. In the home column, you cannot jump over after one rotation is completed you have to enter your home. Roll the exact number needed to get each token onto the home triangle.

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