Official online multiplayer reference · LiteLudo — Global Live Multiplayer Ludo · @LiteLudoVipBot
Ludo (often searched worldwide as Ludu, Loodo, Pachisi, or Parcheesi) looks simple because the cross-shaped board is clean, yet almost every close match comes down to exact capture, safe-square, and finishing rules. This page is a complete reference for the board, dice, captures, safe squares, exact-roll finishing, and the fair-play 5-life system LiteLudo applies in live online multiplayer matches.
1. The board and the pieces
The board is a cross of squares with a finishing column leading to a central home triangle for each colour.
Each of the two to four players controls four pieces of their own colour.
All pieces begin in that player's base (the coloured corner yard).
Pieces travel clockwise around the outer track, then up their own coloured finishing column.
2. Rolling the die
A roll of 1–5 moves one piece
You move a single piece forward by exactly that number of squares. You may not split the move between two pieces.
A roll of 6 releases a piece and grants an extra turn
This is the only way to bring a piece out of the base. Rolling a 6 also gives you another roll immediately.
Three 6s in a row
In most rulesets a third consecutive 6 forfeits the turn and returns the last-moved piece to the base. LiteLudo follows standard online behaviour here — the on-screen prompt tells you when a move is legal.
No legal move
If no piece can legally move, the turn passes. In LiteLudo this still counts against your turn timer, so act quickly.
3. Captures
Capturing is what makes Ludo tense. The rule is short and absolute:
If your piece lands exactly on a square occupied by an opponent's piece, that opponent's piece is captured and returns to its base. To come back out, it must roll a 6 again.
Captures only happen on an exact landing. Passing over a square does not capture.
You cannot capture your own pieces. Your own pieces may share a square.
A captured piece loses all the progress it made — this is why spreading your pieces matters.
A capture is not forced. You may always choose to move a different piece instead.
4. Safe squares
A piece on a safe square cannot be captured, no matter what an opponent rolls.
The star squares marked on the board are safe.
Each player's starting square — the first square a piece lands on after leaving the base — is safe.
The finishing column is safe: once a piece is on its own coloured column, no opponent can reach it.
Safe squares are the backbone of Ludo strategy. Keeping at least one piece within reach of a safe square is usually worth more than pushing another piece ahead.
5. Finishing the game
To enter the home triangle, a piece normally needs the exact number on the die. Overshooting means it stays put.
A piece that reaches home is permanently safe and counts toward the win.
The first player to bring all four pieces home wins the match.
6. LiteLudo online match rules
Online play adds rules the board game does not need, because matches must finish on time.
Lives
Each match gives every player 5 lives.
One missed turn costs one life.
At 0 lives, that player is eliminated from the match.
Forfeits
Leaving a match counts as a forfeit and is recorded as a loss. Closing the app or walking away mid-match is treated the same way, so finish your matches even when you are behind.
Match sizes
1 vs 1 Duel — 2 players.
4-Player Knockout — 4 players.
Friends Single — 2 to 4 players, everyone for themselves.
Friends Team 2v2 — players split into two teams.
Entry levels and the pot
Entry levels run from Practice (free) through Micro 0.25, Mini 0.5, Starter 1, Bronze 5, Rookie 10, Challenger 25 and Pro 50 Coins.