The basics: How to Play Ludo Fighters
Rolling, deploying, marching, winning. Tap the die on your name sign. If only one soldier can move he goes by himself; if several can, tap the one you want.…
The basics
Rolling, deploying, marching, winning.
Where to find it
The match screen. Each squad has a name sign; on your turn, tap the die on your own name sign, next to your name.
How it works
Rolling
Tap the die on your name sign. If only one soldier can move he goes by himself; if several can, tap the one you want.
Leaving base
You need a 6 to send a soldier out. A Custom match can switch this off so any roll deploys.
Marching
One square per pip, around the shared track.
Home lane
After one lap your soldier turns up his own coloured lane. Nobody else can enter it, so he's safe there. You need the exact roll to reach headquarters (unless that rule is off).
Winning
First squad with every soldier home wins. Some custom matches play "first soldier home wins" instead.
Extra turns
A 6 gives another roll, so does a knockout, and getting a soldier home always does. Custom matches can switch the first two off.
Three 6s
Roll three 6s in a row and your turn is over: the third 6 doesn't move anyone. Custom matches can switch this off.
Tips
- Use your 6s to deploy early so you have more choices later.
- A soldier in his home lane can't be hit. Rush a threatened soldier in when you can.
- Two dice is an option in Custom match: two rolls, two moves, and doubles earn a bonus turn.
In the field
You roll a 6. One soldier is 6 squares from home, and you also have soldiers waiting in base. Which do you pick?
Taking him home is safe and earns an extra roll anyway, and that next roll could be another 6 to deploy. Home first, then deploy.
← Quick start · All sections · Knockouts and safe squares →
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