Race for home
In Normal, bring your tokens home before your rivals. Choose a finish goal of one, two, or four tokens when setting up a match.
Released on Durna Ludo
Learn Durna’s rules for 2–4 players: starting tokens, safe squares, captures, finish goals and optional powers. These rules describe Durna Ludo; other Ludo versions may differ.

In Normal, bring your tokens home before your rivals. Choose a finish goal of one, two, or four tokens when setting up a match.
Capture Battle has three minutes of regulation, followed by sudden death if leaders are tied. Tokens circle the board and captures earn points instead of racing home.
Capture Battle rulesEvery roll is a choice between getting ahead and leaving a rival behind. In Normal, race your tokens home; in Capture Battle, play for the most captures before time runs out.

Durna Ludo supports two, three or four players. Normal and Capture Battle are separate formats; Classic and Featured choose the available powers. In Normal, bringing one, two or four tokens home earns your place, according to the table’s selected goal. Other players continue until only one place remains.
An exposed opponent on a non-safe square can be captured by landing on it. Safe outer-track squares allow opponents to share without a normal capture or blockade. Two tokens of the same player on a non-safe square form a blockade; ordinary moves cannot pass an opposing blockade. The board highlights your legal choices, including any protection.
A yard token needs a six to enter, including one sent back by a capture. If none of your unfinished tokens is on the track or home lane, you receive a six by your third natural roll. A chosen Exact Die face is honoured; choosing another number does not use one of these attempts. Reach the end of your home lane with an exact roll, so a number that overshoots cannot finish that token.
Current Classic rules include one use of Luck (Exact Die) per player per match. Featured adds Bomb and Armor, with one free use of each power per match. Luck chooses the die face; Bomb threatens opposing tokens; Armor protects a token and absorbs one bomb explosion before its parasol breaks; the token survives that blast. Use the marked legal targets and timing shown in the game.
Tap Luck to open the die choices beside its button. Six starts highlighted. For a free use, tap a face to roll. For an extra paid use, select the face, then confirm with Roll and the displayed Diamond price.
Online Featured matches may offer extra immediate power uses for Diamonds at the displayed price. Only one power can be used in a presented turn. Local practice cannot buy extra uses and does not earn XP or daily-task progress. Virtual currencies have no cash-out or real-world prize value. Review any table entry or purchase before confirming.
Capture Battle: three minutes to make your captures count
Yes. Ludo supports private rooms. Keep invitation links private and share them only with people you want to join.
Open Durna Ludo in your browser or app and choose a way to play. Online matches need a connection. The lobby shows any sign-in and entry requirements before you join.
Bring your group together in Durna Ludo. Choose your table, share an invitation, and play with optional voice and video.
Read the guideLearn Durna Ludo’s timed format: keep moving around the board, capture opposing tokens, and play for the highest score.
Read the guidePlay in your browser, or add the web app for a convenient way back to the board. Installation options depend on your browser and device.
Read the guide