Ludo ( / ˈ lj uː d oʊ / ; from Latin ludo '[I] play') is a strategy board game for two to four players, in which the players race their four tokens from start to finish according to the rolls of a single die . Like other cross and circle games , Ludo originated from the Indian game Pachisi . The game and its variations are popular in many countries and under various names.
43-736: Pachisi was created in India in the sixth century CE. It was modified to use a cubic die with a die cup and patented as "Ludo" in England in 1896.The origin of Ludo is from Hindu Mythology , the Mahabharata Tale, which Ludo was known as Pachisi or “Pasha.” The Mahabharata tale tells a story of a war between two families, the Pandavas and the Kauravas. Although there is no true answer the Ludo
86-564: A board identical to pachisi was discovered in the Ellora cave system. A Song dynasty (960–1279) document referencing the Chinese game Chupu ( Chinese : 樗蒲 ; pinyin : chūpú ), "invented in western India and spread to China in the time of the Wei dynasty (AD 220–265)" may relate to Chaupar, but the actual nature of the Chinese game (which may be more closely related to backgammon )
129-456: A castle square. Each player's objective is to move all four of their pieces completely around the board, counter-clockwise, before their opponents do. The pieces start and finish on the Charkoni. The playing order is decided by each player throwing the cowries. The player with the highest score starts, and turns continue counter-clockwise around the board. In some versions, each player throws
172-400: 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 home is empty or move a piece six times. The start box has two own tokens (is doubled). If the player has no tokens yet in play and rolls other than a six, the turn passes to the next player. Players must always move
215-511: A piece lands on a square (other than a castle square) occupied by any number of the opponent's pieces, those pieces are captured / killed and must return to the Charkoni. Captured pieces may only enter the game again with a grace throw. A player making a capture is allowed another turn (not true in some versions). In some versions, a player cannot take their pieces back to the Charkoni/home, unless they have captured/killed at least one of
258-419: A player can move any number of their pieces with a single throw. Also, if the player casts a value higher than they are eligible to move in a single throw, then the player automatically loses that turn. More than one piece of the same team may occupy a single square (not true for all squares in some versions). However, a piece may not move onto a castle square that is already occupied by an opponent's piece. If
301-423: A player's home column. A sixth coloured square not on the home column is a player's starting square. At the centre of the board is a large finishing square, often composed of coloured triangles atop the players' home columns (thus depicting "arrows" pointing to the finish). Two, three, or four can play, without partnerships. At the beginning of the game, each player's four tokens are out of play and staged in
344-468: A second roll or move a token to the starting position. In some parts of Africa including Nigeria, Botswana, Kenya, Lesotho and South Africa, the following rules are reportedly played: Pachisi Pachisi ( / p ə ˈ tʃ iː z i / pə- CHEE -zee , Hindustani: [pəˈtʃiːsiː] ) is a cross and circle board game that originated in Ancient India . It is described in
387-514: A slippery matter. Many modern discussions of the religious, magical, or divinatory genesis of board games stem from the work of Stewart Culin who postulated a single source: the "classification of all things according to the Four Directions" by means of divinatory arrows, and that "[s]urvivals of these magical processes constitute our present games" (including all dice, board, card, and domino games). He quotes, for example, an "account of
430-415: 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. If a token advances onto a spot occupied by opponent's token then the opposing token is returned back to its respective home point. This forces the opponent to roll another 6 to take it out of their home and move it again. If
473-411: A token advances onto a spot occupied by a token of the same colour, then they create something that is called a "block". If an opposing token lands on the same spot as the block, the advancing token is returned back to its respective home point. If the player cannot draw a token from home, rolling a six earns the player an additional or "bonus" roll in that turn. If the bonus roll results in a six again,
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#1732772799077516-618: Is its Colombian variant. Parcheesi , Sorry! , and Ludo are among the many Westernised commercial versions of the game. The jeu des petits chevaux ('game of little horses') is played in France, and Mensch ärgere Dich nicht is a popular German variant. It is also possible that this game led to the development of the Korean board game Yunnori , through the ancient kingdom Baekje . Games similar to chaupar with different colour schemes along with dice have been identified from
559-531: Is sparse. In India, there are uncited claims that the most ancient board games would date back to BC 3500 in the time of legendary Ruler King Bharata . Noted writer and translator Gilles Schaufelberger lists Sanskrit words for board and dice games from ancient India (based on Heinrich Lüders ' work). For cruciform boards, the monumental Pachisi or Chaupat boards of the Moghul ruler Akbar (1542–1605), designed to accommodate humans as playing pieces, "still represent
602-474: Is the very first square for every respective player: here, it is said that on throwing 10 or 25, or 35, you will introduce your new pawn at square number 1, and then you will add the second throw numbers that will be appeared on your cowries and 7, 14 as a grace without the introduction of pieces (here, it should be clear to players that on throwing 7 or 14, you can not introduce your new pawn, you only get an extra turn). A player needs to have at least one piece on
645-445: Is uncertain. Speculation that Pachisi derived from the earlier game of Ashtapada is plausible but unsubstantiated. Louis Rousselet wrote: The game of Pachisi was played by Akbar in a truly regal manner. The Court itself, divided into red and white squares, being the board, and an enormous stone raised on four feet, representing the central point. It was here that Akbar and his courtiers played this game; sixteen young slaves from
688-576: The Iron Age during the Painted Grey Ware period from sites in Mathura and Noh (1100–800 BC). Cruciform boards have been depicted from art reliefs of Chandraketugarh dated to 2nd–1st century BC. A 6th- or 7th-century representation of Shiva and Parvati said to be playing Chaupar (a closely related game) in fact depicts only dice and not the distinctive board. In a similar period,
731-726: The American toy and game company Transogram introduced a mass market board game version called Game of India , later marketed as Pa-Chiz-Si: The Game of India . Pachisi is a game for two, three, or four players, four usually play in two teams. One team has yellow and black pieces, the other team has red and green. The team which moves all its pieces to the finish first wins the game. Each player has four beehive -shaped pieces (this can be increased to up to 16 pieces on each side in some versions). The pieces of one player are distinguishable from another by their colours: black, green, red, and yellow. Six cowrie shells are used to determine
774-465: The Aztec game Patolli consists of a collapsed circle without an interior cross and thus has the distinction of being a cross that is a circle (topologically), without being a cross plus circle. Tokens are moved around spaces drawn on the circle and on the cross, with the goal of being the first player to move all tokens all the way around the board. Generally the circle of the cross and circle forms
817-413: The Charkoni on any throw after it has been introduced onto the board. Each player moves their pieces down the centre column of their own arm of the board, then counter-clockwise around the outside columns. A player may have any number of pieces on the board at one time. Only one piece may be moved with a single throw, or if the player chooses, they can decline to move any piece on a throw. In some versions,
860-428: The Charkoni, but Player 2 is free to go ahead to their respective Charkoni unless the above repeats. A piece completes its trip around the board by moving back up its central column. Returning pieces may be placed on their side in order to distinguish them from pieces that have just entered. A piece can only return to the Charkoni by a direct throw. Four of the castle squares are placed so they are exactly 25 moves from
903-414: The Charkoni. A common strategy is for returning pieces to stay on these squares, where they are safe from capture until a 25 is thrown. The pieces can then finish the game directly. This is where the name of the game comes from. In some versions, where more emphasis is put on the throwing of the cowries, experienced players can cause cowries to land in a specific way, so there are certain other rules to make
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#1732772799077946-580: The Zuñi War Gods" which explicitly links divination, the 4 quarters of the earth, and games. Nyout (Yut) and Native American games like Zohn Ahl are integral to his argument. However, later scholars have called into question our ability to assign historical precedence among randomizing activities such as divination, impartial decision-making, gambling, and game-playing, and elements of his monolithic genealogy of games have been called "absurd". Nevertheless, some historical connections are in evidence. In
989-435: The amount to move the players' pieces. The shells are thrown from the player's hand and the number of cowries which fall with their openings upwards indicate how many spaces the player may move: In some versions, seven cowrie shells are used: The board is usually embroidered on cloth. The playing area is cruciform . There is a large square in the centre, called the Charkoni, which is the starting and finishing position of
1032-452: The ancient text Mahabharata under the name of "Pasha". It is played on a board shaped like a symmetrical cross. A player's pieces move around the board based upon a throw of six or seven cowrie shells, with the number of shells resting with the aperture upward indicating the number of spaces to move. The name of the game is derived from the Hindi word paccīs , meaning 'twenty-five',
1075-411: The board game Uckers . Special areas of the Ludo board are typically coloured bright yellow, green, red, and blue. Each player is assigned a colour and has four tokens in their colour. The board is normally square with a cross-shaped playspace , with each arm of the cross having three columns of squares, usually six per column. The middle columns usually have five squares coloured; these represent
1118-412: The board to be able to throw a 7 or 14. Simply put, on throwing 10 or 25, or 35, you can not introduce your new pawn directly to 10 or 25, or 35 number square directly, you have to land the new pawn on square number 1 and then add your remaining numbers. Once your all pawns have entered the game, throwing 10 or 25, or 35 allows you to move the respective numbers ahead. Each player's first piece may leave
1161-479: The circle with a square, and cruciform boards that collapse the circle onto the cross; all three types are topologically equivalent. Ludo and Parcheesi (both descendants of Pachisi ) are examples of frequently played cruciform games. The category may also be expanded to include circular or square boards without a cross which are nevertheless quartered ( Zohn Ahl ), and boards that have more than four spokes ( Aggravation , Trivial Pursuit ). The game board for
1204-420: The column to the finishing square. The rolls of a single die control the swiftness of the tokens, and entry to the finishing square requires a precise roll from the player. The first to bring all their tokens to the finish wins the game. The others often continue to play to determine second-, third-, and fourth-place finishers. Each player rolls a die; the highest roller begins the game. Players alternate turns in
1247-408: The cowrie shells and pieces cannot move until a 2, 3, or 4 is thrown. If a 6, 10, or 25 is thrown, the player gets a grace , which enables the player to introduce one of their pieces from the Charkoni onto the board. The player then repeats their turn. In other versions, this includes 10, 25, or 35 to introduce another of their pieces. The newly introduced pawn will be landed on square number 1, which
1290-465: The earliest secure evidence for the existence of the game in India. The game's role in the history of India still remains to be investigated. It is often assumed that the gambling game that plays so significant a role in the Mahabharata , the classical literary epic, is pachisi , but the descriptions, such as they are, do not tie in with the game, and this conclusion is perhaps erroneous. In 1938,
1333-536: The earliest secure evidence for the existence of the game in India." Culin found evidence for a Nyout-like game existing in China in the 3rd century AD, though this does not seem to be accepted by H. J. R. Murray . Mayan cross and circle boards have been found on stones from the 7th century AD. Although frequently encountered among the native tribes of North America (particularly as a "quartered circle" design) these boards were not made of durable materials, so generally
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1376-404: The game is called "Riču-Raču". The board is larger than the original board with seven home spaces instead of four (but the player must always reach the four farthest home spaces anyway, if the player overrolls, then they must move the extra spaces back and wait for their next turn). Captures are allowed and two tokens cannot occupy the same space. If a player rolls a one or a six, they can either get
1419-412: The game more exciting. Cross and circle game Cross and circle is a board game design used for race games played throughout the world. The basic design comprises a circle divided into four equal portions by a cross inscribed inside it like four spokes in a wheel; the classic example of this design is Yut . However, the term "cross and circle game" is also applied to boards that replace
1462-467: The harem wearing the players' colours, represented the pieces, and moved to the squares according to the throw of the dice. It is said that the Emperor took such a fancy to playing the game on this grand scale that he had a court for pachisi constructed in all his palaces, and traces of such are still visible at Agra and Allahabad . Irving Finkel adds: To date, these grandiose boards still represent
1505-512: The home triangle. Ludo exists under different names and brands, and in various game derivations: Mensch ärgere Dich nicht (Man, Don't Become Annoyed), is a German game from 1914 and has equivalent names in Albanian, Bulgarian, Croatian, Czech, Dutch, Greek, Italian, Macedonian, Polish, Romanian, Serbian, Slovak, Slovenian, and Turkish. Hasbro has multiple brand names for ludo-like games from its acquisitions including: The Latvian version of
1548-548: The largest score that can be thrown with the cowrie shells; thus this game is also known by the name Twenty-Five . There are other versions of this game where the largest score that can be thrown is thirty. In addition to chaupar , there are many versions of the game. Barjis [ ar ] (barsis) is popular in the Levant , mainly Syria , while Parchís is another version popular in Spain and northern Morocco . Parqués
1591-467: The opponent's pieces. Some versions have a rule where if, for example, two players are playing against each other, and Player 1 captures a piece of Player 2, then Player 2, in their immediate turn after being captured for the first time, captures the same piece Player 1 just used to capture, in the same square where the capture took place, then Player 1's capture/kill is invalidated. Player 1 will need to recapture Player 2's piece again to be able to go back to
1634-417: The pieces. The four arms are divided into three columns of eight squares. The players' pieces are moved along these columns during play. Twelve squares are specially marked as castle squares. Four of these are positioned at the end of the middle columns of each arm; the other eight are four squares inwards from the end of the outer columns on each arm. A piece may not be captured by an opponent while it lies on
1677-408: 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. 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
1720-410: The player's yard (one of the large corner areas of the board in the player's colour). When able to, the players enter their tokens one per turn on their respective starting squares and proceed to race them counterclockwise around the board along the game track (the path of squares not part of any player's home column). When reaching the square below their home column, a player continues by moving tokens up
1763-550: The primary circuit followed by the players' pieces. The function of the cross is more variable; for example, in Yut the cross forms shortcuts to the finish, whereas in Pachisi the four spokes are used as player-specific exits and entrances to the pieces' home. In non-race games (like Coppit and Trivial Pursuit) all paths may be undifferentiated in function. Although these board game designs may be of considerable antiquity, firm evidence
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1806-414: The writings and collections of European-Americans constitute their earliest attestations. Cross and circle boards may suggest a variety of mystical, symbolic, or esoteric designs such as mandalas ; sun and earth symbols; swastikas ; or Celtic , Coptic , and Greek crosses. However, mere visual similarities do not prove a deeper connection; and demonstrating any historical connection has proven to be
1849-490: Was found on historic Ellora Caves in Maharashtra linking mythology to this game. Some say that Alfred Colier invented Ludo but there is evidence that proves that Ludo was from the royal court of Akbar. Colier tried to own the right to Ludo in 1891, renaming his ludo as “Royal Ludo.” Colier was granted that right on the Ludo and gave others duplicates of his version of the game. The Royal Navy took Ludo and converted it into
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