Exact landing: capture
An opponent is three spaces ahead on an ordinary, unprotected square. A roll of 3 lands on it and captures it under the capture rule described here.
Learn how to count a move, capture a token and reach home with an exact roll. Follow the worked examples below, then check your game’s rules for safe squares, bonus rolls and three consecutive sixes.
These simplified examples show a short part of a route, not the complete Indslots board. Count the next square as one; the square your token already occupies is not part of the roll.
Move one eligible token through steps 1 and 2, then stop on step 3. This is an ordinary on-track move, not the special move for leaving the starting yard.
An opponent is three spaces ahead on an ordinary, unprotected square. A roll of 3 lands on it and captures it under the capture rule described here.
The opponent is two spaces ahead and you roll 3. If the route is legally passable, you go past it and stop one square beyond. Passing alone does not capture it.
If the destination is a designated safe square, the ordinary capture rule does not apply. Follow your game’s rule for sharing that square.
If your version uses blockades, an occupied square may prevent a move through it. Do not assume that every roll can be used by every token.
In the exact-finish rule described by Funskool and Masters Traditional Games, a token must reach the final home position with the precise number required. It does not finish by overshooting.
Example: your token is three moves from the final home position, with no other movement restrictions.
Move two spaces. The token is now one move from home; it has not finished.
Move exactly three spaces into home. This token has completed its route.
Four would overshoot. Use another eligible token if one can make a legal move.
If no token can use the roll, do not invent a shorter move. Follow the game’s pass and bonus-roll rules.
Reaching the coloured home lane and reaching the final home position are different stages. In the traditional four-token race, finishing one token does not finish the whole game.
Some versions apply a penalty when three sixes occur consecutively in one turn; other versions use different rules. Before playing, check whether the third six can be used, whether the turn ends and whether earlier moves are kept or undone.
A sequence of 6, 6, 6 is three consecutive sixes. A sequence of 6, 4, 6 is not. Do not assume the penalty sends a token back to the yard unless your game explicitly says so.
This guide describes common rules and explicitly labelled variations. It does not confirm the exact Indslots mode, board layout or three-sixes policy.
Ludo is a classic board game where players move coloured tokens around a fixed path according to dice results.
Each player normally controls a group of tokens belonging to one colour. The goal is to move those tokens from the starting area, around the board and eventually into the player's home section.
Ludo is easy to understand because the movement is based mainly on dice rolls, but players also need to decide which token to move and when to protect or advance their pieces.
A basic Ludo game can be understood in four main steps.
Each player uses a set of coloured tokens positioned in a starting area on the board.
The dice result determines how many spaces an eligible token may move during the turn.
Tokens follow the board path toward their coloured home section.
Players aim to move their tokens through the complete path and into the final home area.
Each player controls tokens matching their assigned colour. Traditional Ludo commonly uses four tokens per player, although digital versions may offer variations.
Tokens begin inside the player's coloured starting area before entering the main board path.
Once active, a token travels along the shared board path according to dice results.
Near the end of its journey, a token enters the player's coloured home path.
A token completes its journey after successfully reaching the final home position.
Ludo movement is controlled by a standard six-sided die. The number shown determines the number of spaces an eligible token can move.
In many traditional versions, a player needs to roll a six before moving a token out of the starting area and onto the main board.
Some versions also allow an additional roll after rolling a six. Digital Ludo games may use slightly different rules, so the displayed game instructions should always be checked.
Some Ludo boards contain special spaces where tokens cannot normally be captured by another player's token.
These are commonly called safe squares. Their exact appearance depends on the board design, and some versions mark them with stars or other symbols.
Safe squares can be important because they allow a token to remain on the main path with reduced risk of being sent back to the starting area.
In many Ludo versions, if one player's token lands on the same non-safe square occupied by an opponent's token, the opponent's token is captured.
A captured token usually returns to its starting area and must enter the board again according to the rules of that version.
This creates an important decision during gameplay: players may choose between moving a token closer to home or using a move to capture an opponent.
Digital Ludo keeps the traditional board layout while making token selection and dice rolling easy on a touchscreen.
Most mobile versions automatically highlight the tokens that can legally move after each dice result, which can make the game easier for beginners to follow.
For information about accessing the Indslots application, visit the Indslots download guide .
No. For an ordinary on-track move, the next square is step one. A roll of 3 advances three spaces.
In the ordinary single-die movement rule shown here, use the full roll on one eligible token. Do not split it unless your mode explicitly allows that.
No under the capture rule illustrated here. You must land exactly on its eligible, unprotected square.
Not under an exact-finish rule. If you are three moves away, a 3 finishes; a 4 cannot be used on that token.
Use the board’s own legend. Safe-square markings and positions differ; do not assume that every coloured square is protected.
In the traditional four-token race, you need all four tokens home. Shorter or points-based digital modes can use different victory conditions.
Ludo is a board game where players use dice rolls to move coloured tokens around a path and toward a final home area.
Traditional Ludo commonly gives each player four tokens, although some digital versions may use different formats.
In many traditional versions, a six is required to move a token out of the starting area. Check the specific game rules because variations can exist.
A captured opponent token normally returns to its starting area and must enter the board again.
A safe square is a protected board position where tokens normally cannot be captured.
Visit the Indslots Games page to explore Ludo, Teen Patti, Rummy, Andar Bahar, Dragon VS Tiger and other featured games.
Funskool’s Ludo instructions (PDF) and Masters Traditional Games’ Ludo rules describe traditional movement and exact finishing. House Deck’s own Ludo rules illustrate an optional three-sixes rule. These describe their own formats, not verified Indslots settings. The route strip and movement examples here are original teaching illustrations.
Continue to the Indslots Games hub to explore more card games, board games and featured game guides.