↖ All gamesLUDO / A PLACE AT THE TABLE
THE CLASSIC, WITH GOOD COMPANY

Your people.
Your move.

Four colours. A familiar rivalry.
And always room for one more game.

Meet random players. Your game starts automatically when four join.

4-player matchesRandom opponentsNo download
THE TABLE IS YOURS.A little luck. A little strategy. A lot of “one more”.
GOOD COMPANY, RIGHT NOW

Find your people.

0 players online
Pick a nickname, or we’ll choose one for you.

Online opponents

Make yourself available to receive a one-on-one invitation.

Players will appear here when they make themselves available.

    Playing with your own people? Use a friend room +
    JUST YOUR CIRCLE

    Invite your friends.

    A separate room for people you already know. You can start with two, three or four.

    ALREADY INVITED?

    Join your friends.

    How we play at this table

    Online play automatically matches four people from the waiting pool, with random colours and starting player. Computer play starts immediately with you and three clearly labelled computer opponents, with different styles every game. An accepted invitation starts a one-on-one game. Friend rooms allow two to four people. Everyone has four pieces. The first player is chosen at random, then turns move clockwise. Roll a six to bring a token out of its yard; that roll places it on its coloured starting square.

    When there is just one legal move, the piece moves automatically. When you have a choice, tap a highlighted piece and its landing square, or drag the piece to that square. A piece moves by the number rolled. A six earns another roll. Three sixes in the same turn lose the third roll and pass the turn; the first two moves remain. Land on an opponent on an unmarked square to send their tokens back to the yard. Starred squares and coloured starts are safe.

    Our table rules allow shared squares without blockades. Capturing and reaching home do not earn extra rolls. You need the exact number to reach home, and the first player to bring all four tokens home wins.

    Each turn allows 45 seconds to roll and move. A missed turn passes to the next player; three missed turns remove that player. Refreshing reconnects your saved seat. If you leave an active match, you forfeit your colour. Room chat is cleared when the game ends or the host closes the table.