Ludo Rush
Fast-paced Ludo variant with rush captures and fewer safe squares
Ludo Rush
Ludo Rush is a high-speed variant of classic Ludo built for Stacks Wars. The core loop is the same — roll dice, move pawns, race around the board — but two major rule changes make every game faster and more aggressive.
What's Different from Classic Ludo?
| Feature | Classic Ludo | Ludo Rush |
|---|---|---|
| Capture effect | Opponent sent home | Opponent sent home + your pawn finishes instantly |
| Safe squares | 8 (entries + midpoints) | 4 (entry points only) |
Everything else — dice mechanics, board layout, bonus turns, prize distribution — is identical to classic Ludo.
Objective
Move all four of your pawns from your home base, around the 52-square track, through the home stretch, and into the finish. The first player to finish all pawns wins.
Game Setup
- Players: 2–4 per game
- Pawns: 4 per player
- Board: 52 main squares + 5 home stretch squares per player
- Dice: Two 6-sided dice rolled together
- Roll Timeout: 5 seconds to roll
- Move Timeout: 15 seconds to select a pawn and move
- Player Positions: 2 players start at diagonal corners (indices 0 and 2); 3–4 players fill corners sequentially
How to Play
Turn Phases
Each turn has two phases:
- Roll Phase (5 seconds) — Click to roll both dice. If you don't roll in time, the dice are auto-rolled.
- Move Phase (15 seconds) — Select which dice value to use (die 1, die 2, or the sum), then select which pawn to move. If you don't move in time, an auto-move is made.
Dice Mechanics
You roll two dice every turn. You can use:
- Die 1 value alone
- Die 2 value alone
- Sum of both dice (die 1 + die 2)
After selecting a dice value, the server shows which of your pawns can legally move that many squares. Select one to move.
Entering the Board
- To bring a pawn out of your home base, you need a roll that includes a 6 (die 1, die 2, or sum)
- If all 4 pawns are still at home, one of your dice is automatically fixed to 6 so you can always enter
Bonus Turns
You get a bonus turn only when both dice show 6 (double sixes).
Moving Around the Board
- Pawns move clockwise around the 52-square outer track
- After completing a full circuit, pawns enter your home stretch (5 squares)
- You must land with an exact roll to reach the finish square
Safe Squares
Ludo Rush has only 4 safe squares — one at each player's entry point. These are the colored squares where your pawns first enter the board.
Pawns on safe squares cannot be captured. All other squares on the track are vulnerable.
Rush Capture ⚡
This is the signature mechanic of Ludo Rush:
- If your pawn lands on a square occupied by an opponent's pawn (not a safe square), the opponent's pawn is sent back to their home base
- Your attacking pawn is instantly moved to the finish — it does not need to complete the remaining track or navigate the home stretch
- You still get a bonus roll after capturing
Rush captures make aggressive play extremely rewarding. A single capture effectively finishes one of your pawns for free while setting back your opponent.
Auto-Move on Timeout
If you don't move within 15 seconds, the server makes an automatic move:
- Prefers using the sum of both dice
- Falls back to die 1
- Falls back to die 2
- If no valid moves exist, the turn is skipped
Prize Distribution
Ludo Rush uses winner-takes-all:
| Rank | Prize |
|---|---|
| 1st | 100% |
| 2nd+ | 0% |
A 2% platform fee is deducted on-chain when claiming via the vault contract.
Wars Points
Points are awarded based on your placement:
wars_point = (total_participants - your_rank + 1) × 2Points are capped at a maximum of 50 per game.
Strategy Tips
- Hunt for captures — Every capture finishes a pawn instantly, so prioritize landing on opponents
- Avoid clustering — With only 4 safe squares, bunching pawns together makes you a target
- Use the sum aggressively — The combined dice value can reach an opponent further ahead
- Guard safe squares — Parking a pawn at entry points can block opponents from entering safely
- Watch for counter-captures — Being on the open track means you're always vulnerable; don't overextend one pawn
- Plan your home stretch entry — You still need exact rolls for the home stretch, so position accordingly
Common Questions
Q: Does the rush capture apply when the opponent is on a safe square? No. Pawns on safe squares (each player's entry point) cannot be captured.
Q: Does the finished pawn from a rush capture count toward winning? Yes. It's treated exactly like a pawn that reached the finish normally.
Q: Do I still get a bonus turn after a rush capture? Yes, the bonus roll after capturing still applies.
Q: How many dice do I roll? Two dice are rolled together every turn. You choose which value to use per move.
Q: What happens if I roll double sixes? You get a bonus turn after completing your current move.
Q: Can I move backward? No, all movement is clockwise only.
Q: What if I have no legal moves? Your turn is automatically skipped and passed to the next player.
Q: How do ties work? Ludo Rush is winner-takes-all — there are no ties. The first player to finish all 4 pawns wins.