Durna Ludo

Capture Battle: three minutes to make your captures count

Learn Durna Ludo’s timed format: keep moving around the board, capture opposing tokens, and play for the highest score.

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A different goal on the same board

Choose Capture Battle when setting up an available table or local practice. It supports two, three or four players. Each player’s four tokens begin at four positions around the outer track, rather than waiting in a yard. Tokens keep circling and never enter a home lane; any die face can move them.

Arabic Durna Ludo Capture Battle demo, with tokens competing on the outer track.
Demo game in Arabic. Capture Battle: captures score points; tokens do not enter a home lane.

How to score

Each opposing token you capture is worth one point. Safe squares, blockades and protection effects still matter, so check the legal moves shown on the board. With Featured rules, a Bomb’s captures score for the Bomb’s owner; destroying your own token gives no point.

The clock, ties and sudden death

Regulation lasts three minutes after the opening roll-off and ready period. The clock continues during effects and disconnections. The sole eligible player with the highest score wins when time expires. A normal finish goal of one, two or four tokens does not apply here.

If eligible leaders are tied, they enter sudden death and the other players’ tokens leave the board. If everyone has zero points, all eligible players continue. The first qualifying capture wins; there is no fixed three-minute limit on the tie-break. Players who forfeit cannot win.

Plan for points, not for home

  • Before moving, compare capture opportunities with the risk of leaving your own tokens exposed. A token farther around the board is not automatically ahead in this format.
  • Watch the score and remaining time. Practise the format locally before joining an online table with entry requirements; local practice does not earn XP or daily-task progress.

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