HOW TO PLAY LUDO (Vietnamese Horse Chess)

Introduction

Ludo (Horse Chess) is a popular Vietnamese board game for 2 or more players. Each player controls a team of 4 horse pieces of the same color. The goal is to move all your horses around the board and into the stable (home) before your opponents.

Horse chess board overview
Board layout with start zones, racing track, and stable lanes.

Objective:

Physical horse chess set
A standard set includes 4 colors, each with 4 horse pieces.

Basic Rules

Example:

You roll 3–3 (a pair)

→ You may choose to move 3 or 6 spaces.

DEPLOYING HORSES

Mandatory deployment rule:

If your starting tile is empty and you still have horses in the base, rolling a pair forces you to deploy a new horse (unless the “forced kick” feature is enabled, in which case that turn is used to kick an opponent instead).

KICKING OPPONENTS

If your horse lands on a tile occupied by an opponent’s horse, you kick that horse back to its base. The kicked horse must be re-deployed from scratch.

Forced kick rule

Example:

You roll 1–5 (total 6) and one of your horses is exactly 6 spaces behind an opponent → you must move that horse to kick.

Chain kick (Đá liên)

In a single dice roll, if your horse’s path passes through or ends on multiple tiles occupied by opponents, all of those opponents’ horses are kicked. This applies when using the total of both dice or when rolling a pair.

Example 1 (chain kick via sum):

You roll 3 and 4 (total 7)

On the 7-space path there are 2 opponent horses at space 7 and space 14 → both are kicked.

Example 2 (chain kick via pair):

Dice show 3 and 3

Move 3 or 6 spaces to kick 1 horse

Move another 3 or 6 spaces to kick 1 more horse → chain kick.

When the multi-horse chain kick feature is enabled, a single dice roll can control multiple horses to kick simultaneously.

Kick illustration
Illustration of a kicking scenario.

Combo kick (Đá liên hoàn)

Example:

Roll 5 → kick 1 horse → roll again

Roll 6 → kick 1 more horse → roll again

Roll 3 → no kick → turn ends

Blocking rule (Buộc đì)

A special situation where an opponent’s horse is sitting on or near another player’s starting tile (within 2 spaces), and your horse is ahead of it by no more than 3 spaces. Your horse is considered to be “blocking” the opponent at their start gate.

The purpose is to create a dangerous situation for the opponent and prevent them from deploying freely.

When this situation occurs:

You are not allowed to move the blocking horse — you must move a different horse if possible.

Both conditions must be met:

  1. Opponent’s horse is on (or within 2 spaces of) another player’s starting tile.
  2. Your horse is ahead by 1, 2, or 3 spaces (not exceeding 3).

Exception (force majeure):

If you only have 1 horse on the board, you may move it regardless of the blocking position.

REACHING THE FINISH

After a horse completes a full lap, it enters the stable and must continue moving through destination slots in order to finish.

The destination zone has slots numbered: 1 → 2 → 3 → 4 → 5 → 6.

A horse is considered finished when:

Finish state
Horses entering the stable and reaching the finish.

Two ways to finish:

Case 1: Horse enters the finish directly — no special condition needed.

The horse is still on the outer track. If the dice total allows it to cover the remaining outer spaces and continue exactly into the destination zone.

Example:

Horse is 3 spaces from the stable entrance

You roll 9 → move 3 spaces to the entrance, then 6 more into slot #6.

→ The first horse in a match to land directly on slot #6 earns Thầu Mạ (jackpot).

Thầu Mạ illustration
Thầu Mạ scenario — horse lands directly on slot #6.

Case 2: Horse enters stable but hasn’t reached the finish — special condition required.

Example:

Horse is 3 spaces from the entrance

You roll 5 → move 3 to enter, then 2 more into slot #2

→ To advance to slot #3, you need to roll a pair or a total of 3.

Not yet finished
A piece must meet specific conditions before advancing in the stable.

Once inside the stable, horses cannot move freely — they must advance in order: 1 → 2 → 3 → 4 → 5 → 6.

To move a horse inside the stable, you must roll a pair or a total matching the number of the next target slot.

Example:

Horse is on slot #3 → to move to #4 → roll any pair (except 1–6), or roll a total of 4.

Horse is on slot #4 → to move to #5 → roll any pair (except 1–6), or roll a total of 5.

Valid rolls:

Roll 1–4 (total = 5) → allowed to advance to slot #5

Roll 2–3 (total = 5) → allowed to advance to slot #5

Special case: landing on slot #1 incurs a penalty

If a horse enters the stable and stops exactly on destination slot #1, the player must pay penalty points to every other player. This is a punishment for finishing at the lowest position.

Example: 4 players → you land on slot #1 → you pay points to the other 3 players.

Horses that are in the stable but haven’t reached the final slot, or are still on the outer track, count as “not finished.” If none of your horses have finished, you are considered Cón (shut out).

Scoring Rules

STANDARD KICK

CHAIN KICK SCORING

Chain kick scoring table
Chain kick scoring table.

COMBO KICK SCORING

Total combo score = (Kick points) × (Number of kicks)

Example: 4 combo kicks

Turn 1: Roll 2–3 → kick 2 horses → 2 pts/horse (subtotal: 4 pts)

Turn 2: Roll 1–5 → kick 1 horse → 2 pts/horse (subtotal: 2 pts)

Turn 3: Roll 5–5 → kick 2 horses → 12 pts/horse (subtotal: 24 pts)

Turn 4: Roll 1–3 → kick 2 horses → 8 pts/horse (subtotal: 16 pts)

CAVE-IN (Sụp Hầm)

JACKPOT (Thầu Mạ)

FINISH POINTS (Về Đích)

WINNING THE MATCH

Winning points are calculated from 3 main factors:

Standard Points

Each unfinished horse = 1 point.

Penalty Points

Penalty increases with the number of unfinished horses.

Formula: Penalty = (unfinished horses) × (unfinished horses)

Cón Points (Shut-out)

A player is Cón if all 4 horses are unfinished.

If anyone is Cón, losing points are multiplied.

Formula: Cón points = Standard points × (Number of Cón players + 1)

Compensation Points (Điểm Đền)

Applies when the Cón feature is enabled, for players who haven’t fully finished but are not Cón. Also multiplied by the number of Cón players.

Formula: Compensation = Standard points × (Number of Cón players + 1)