How to Play Ludo Dice
Overview
Ludo is a strategy board game for two to four players (non-partnership model), in which the players move their tokens from start to finish according to the rolls of a single die. Special areas of the Ludo board are typically colored bright yellow, green, red, and blue. Each player is assigned a color and has four tokens [Quick mode has 2 tokens per player]. At the center of the board is a large finishing square, often composed of colored triangles atop the players' home columns.
Rules
Beginning:
  1. 1.
    At the beginning of the game, each player's four tokens are out of play and staged in the player's yard.
Playing:
  1. 1.
    Each player rolls a die one at a time. Players alternate turns in a clockwise direction. To enter a token into play from its yard to its starting square, a player must roll a six. Players can draw a token from home every time they get a six unless the home is empty or move a piece six times. If the player has no tokens yet in play and rolls other than a six, the turn passes to the next player.
  2. 2.
    Players must always move a token according to the die value rolled. Once players have one or more tokens in play, they select a token and move it forwards along the track the number of squares indicated by the die.
  3. 3.
    Rolling a six earns the player an additional or "bonus" roll in that turn. If the bonus roll results in a six again, the player earns again an additional bonus roll. If the third roll is also a six, the player may not move and the turn immediately passes to the next player.
  4. 4.
    If the advance of a token ends on a square occupied by an opponent's token, the opponent token is returned to its owner's yard. The returned token can be re-entered into play only when the owner rolls a six.
Ending:
  1. 1.
    A player's home column squares are always safe, since no opponent may enter them. In the home column, a player cannot jump over; after one rotation is completed, the player must enter the home and roll the exact number needed to get each token onto the home triangle.
  2. 2.
    A player, who enters all tokens onto the home triangle first, wins the game.
ZilChill Ludo Dice Rules:
  1. 1.
    There are two modes: Quick mode with 2 tokens for each player & Classic mode with 4 tokens for each player.
  2. 2.
    While hosting, the host pays REDC tokens as 'Hosting Fee ' and accepted ZRC-2 tokens as 'Joining Fee '. On success, the host directly enters the game page awaiting the opponents.
  3. 3.
    Hosting a game costs from 0.1 REDC to 10 REDC based on the room "Joining Fee" selected by the host.
  4. 4.
    Anyone can join such open hosted game by paying accepted ZRC-2 tokens as 'Joining Fee '. The host can abort the game to get a full refund if no one joins the game.
  5. 5.
    Hosts will always get 10% of the total "Joining Fee".
  6. 6.
    When a game ends, players have the 'Dispute ' button active for 8 blocks (~ 5 minutes). If no one disputes within 8 blocks, the game is verified by Oracle.
  7. 7.
    Winners can claim rewards from the 'My Games ' page.
  8. 8.
    If there is a Live Game that is not yet completed, the player/host of such games can not host or play another game.
  9. 9.
    Anyone can spectate 'Live Games ' and participate in 'Public Chat '.
  10. 10.
    There will be a 'Tournament ' feature and 'Re-match ' feature in the future.
  11. 11.
    All disputed games are manually verified by an admin or governor.
Table showing the cost and reward metrics in playing ZilChill Ludo Dice
Hosting Parameters (Time, Players, Joining Fee)
Points
REDC
Text
Pool Prize
Reward (80% of Pool)
1st Rank
2nd Rank
Host/Holder/Oracle
(10,2,20)
400
0.1
Lowest (Base Hosting)
40
32
32
0
10%, 5%, 5%
(10,2,50)
1000
0.25
100
80
80
0
10%, 5%, 5%
(10,2,100)
2000
0.5
200
160
160
0
10%, 5%, 5%
(10,2,200)
4000
1
400
320
320
0
10%, 5%, 5%
(10,2,500)
10000
2.5
1000
800
800
0
10%, 5%, 5%
(10,2,1000)
20000
5
2000
1600
1600
0
10%, 5%, 5%
(10,3,20)
600
0.15
60
48
28.8
19.2
10%, 5%, 5%
(10*3*50)
1500
0.375
150
120
72
48
10%, 5%, 5%
(10*3*100)
3000
0.75
300
240
144
96
10%, 5%, 5%
----
---
---
---
---
---
---
---
---
(10*4*20)
800
0.2
80
64
35.2
22.4
10%, 5%, 5%
(10*4*50)
2000
0.5
200
160
88
56
10%, 5%, 5%
(10*4*1000)
40000
10
Highest
4000
3200
1760
1120
10%, 5%, 5%
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