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Ludo
is a famous board game, derived from an ancient Indian pastime called Pachisi.
It is a fun game for 2-4 people, suitable for the whole family. Some rules are
complex but easy to understand. The aim of the game is to bring all your
checkers into the center square.
Method
1:- Preparation
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1. Just Go to https://www.ludo365.com/ & Download Real Money Ludo Game. It is most popular
in Indian and Bangladesh culture, but western versions also exist.
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The Italian version
of the game is called ”Don't get
angry”.
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The German version of
the game is called “Six mi Ludo”.
2. Learn the terminology of Ludo. There are several
specific terms of this game and others like it. Each player chooses a color and
controls four tokens. Only one die is required to play. The game begins by
placing the checkers in their respective bases, the large colored squares in
each corner of the board. The arrival box is the central one, with a space of each
color.
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Almost the entire
game takes place on the course, consisting of 52 boxes.
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The final columns are
four sets of five squares and lead to the finish. You can only enter it if the
color of your pawn matches that of the column.
3. Bring the players together. Ludo is designed for
2-4 people, who should be at least four years old or be able to count and
respect their turn. Each chooses one of the four colors represented on the
board and on the pieces.
4. Prepare the game board. Once players have
chosen their color, they must take all their checkers and put them in the bases
of that color.
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If you play with only
one opponent, stand in opposite corners. This means that you will be yellow
against red or green against blue. Put the checkers inside the base of the
corresponding color.
5. Decide who starts. You can do this by rolling a dice.
Whoever gets the highest number starts. The order of the shifts continues
clockwise.
Method 2:- Play
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1. Start the game. Anyone who rolls the highest result can
try to start. To move a pawn on the board, he must roll a six to put it into
play. If he does not roll, the next player in a clockwise direction will
roll.
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Whoever makes a six
first will be able to move his pawn from the base.
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Everyone has the
option to roll a six and if they don't, they pass the turn to the next player.
2. Keep playing. Once one of the participants has
rolled a six and put a checker into play, he must roll again to move it by the
corresponding number. To end up in the arrival box, you need to get the exact
number.
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You cannot reach the
finish line with a higher number than requested.
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If you cannot make a
legal move, you must pass the turn.
3. Learn the rule of six. If a player rolls a
six, he may put a token from his starting square into play. At that point, he
will roll again and move the pawn of the number obtained with the second
result.
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If a player gets
another six, he can choose to let out a second token or move the first of six
squares. In the first case, he has the right to shoot a third time.
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If a player rolls a
six on the third roll, he cannot put another token into play. The third six
ends his turn.
4. Capture an opposing pawn. You can do this by
finishing on the box it occupies. That token is captured and returns to that
player's base, who will need to get a six to put it back into play.
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If an opposing token
blocks your path and you cannot capture it, you cannot move your token.
5. Play with walls. A wall is formed when one or more
checkers of the same color occupy the same space. The walls act as a barrier to
all the checkers, including yours. When a player's pawn ends movement on a
square occupied by two or more pawns of another, a mixed wall is formed. In
this case, all checkers are returned to their respective bases.
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If there is a wall
with three squares in front of your counter and you get a four, you cannot
advance and you must pass the turn. If you get a four, you can capture the
opponent's tokens, but yours will also be sent back to the base.
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The walls also act as
a barrier to your checkers. The only way to overcome them is to hit them with
an exact shot. On the next turn, you can advance one of your checkers.
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You can choose to
play with "couples" instead of walls.
6. Pair your checkers. This move is a
double-edged sword, which can help you win or lead to defeat. You can pair your
pawns simply by finishing the move in the same box with an exact number. Once
done, you cannot separate them until they reach the final square or are
captured. Opponents cannot overcome your pair with a normal pawn and can only
capture it with another pair.
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If an opponent's pair
ends up on yours, you lose both checkers.
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You can use the walls
rule, or create a hybrid version using both.
7. Reach the final column. To enter it, you
have to complete the turn around the board. Each pawn begins by proceeding to
the right. Once you complete a round, you can enter the final column.
8. Win the game. To do this, you must bring all your
checkers to the finish line before the opponents. In Ludo, it is not possible
to jump tokens. If there is an empty space in the final column, you must move
the nearest checker into that space. You have to do it based on the number
rolled.
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If you have a square
left to go to the center and get a three or two, you can't move that token one
space.
Following Things, you will need
1) 1 six-sided die
2) 1 game board
3) 16 checkers, four per
type (four different colors, four types of coins, etc.)
Tips
There
are many variations of Ludo. The version you know may be different from what
your opponent is used to. Find an agreement on the rules before starting the
game.
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