How to play

Ludo rules — and what Ludo Rocket changes

New to Ludo, or just want the twists? Both are below, in that order.

Classic Ludo in 60 seconds

  • 2–4 players, each with four pucks in a home yard.
  • Roll a 6 to bring a puck onto the board — and roll again.
  • Race clockwise around the shared track, then up your own home lane to the centre.
  • Land on a lone opponent and they're sent all the way home. Coloured start squares are safe.
  • Win by getting all four pucks into the centre — you need the exact roll to finish.

What Ludo Rocket changes

The board and the goal are untouched. The pacing isn't — these are the changes that turn a half-hour game into a few minutes.

01

Rocket Dash

Rolls of 1, 2 or 3 move your puck double. There's no such thing as a dead roll — a 3 carries you as far as a 6.

02

Boost Pads

Eight glowing tiles sit around the track. Land on one and you're flung four more squares, free. Chain a Dash into a Boost and one roll moves ten.

03

Slingshot captures

Land on an opponent and they're sent home — then your puck leaps six squares forward and you roll again. Nobody is ever truly out of it.

04

10-second turns

Every decision is on a clock, with a countdown in the last five seconds. When only one move is legal, the game just plays it — no waiting on a non-decision.

9:41
Ludo Rocket 2v2 match on an Android phone with team scores along the top
9:41
Ludo Rocket board mid-match with pucks approaching the home lanes
In development · not final buildPurple tiles are Boost Pads. Landing on one flings your puck four squares further, free.

If your clock runs out

The game doesn't stall and it doesn't skip you — the AI takes over your seat and plays it properly, so nobody's left waiting on someone who stepped away. Taking it back is one tap on your dice, that turn or any later one. It's what makes online matches actually finishable when someone loses signal or takes a call.

2v2 in three rules

Team Brawl puts Team A (cyan and green) against Team B (magenta and yellow), and changes the goal: the first team to bring 8 pucks home between the two partners wins.

  • Hard Wall — two team pucks on a square block opponents from passing, not just from capturing.
  • Siege — attack a wall outnumbered and your puck is caged until a teammate breaks it.
  • Support Handoff — finish your four pucks and you start rolling for your partner.

You can never capture your own partner — land on them and the pucks stack into a safe zone instead.

Quick tips

  • Count toward the Boost Pads — a Rocket Dash into a Boost can move a puck ten squares in one roll.
  • A capture is the biggest swing in the game: they go home, you leap six, and you roll again.
  • Never charge an enemy wall alone in 2v2. Bring your partner.
  • Think during other players' turns — ten seconds is generous for a decision and brutal for dithering.

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