Rules of the game

Ludo Sax Rules

WINNING THE GAME

The player who successfully guides all four of their Pawns securely across the game board to the Exit Square is the winner.

LEAVING THE STARTING CORNER

Pawns depart from the Starting Corner whenever a player rolls a FIVE on a single die or when the sum of the values on two dice is FIVE. A double FIVE allows the release of two Pawns from the Starting Corner simultaneously.

CONSEQUENCES OF ROLLING THREE CONSECUTIVE DOUBLES

Should a player roll doubles, they earn the privilege of rolling the dice once more after relocating the Pawn. In the event that a player rolls doubles three consecutive times within a single turn, the third occurrence of doubles is annulled, and the most recently moved Pawn is returned to the Starting Corner. Pawns in the protected Exit row cannot be sent back.

BARRIERS

When two Pawns of identical color land in the same square, they forge a Barrier. Neither the player's Pawns nor those of their adversary can traverse the Barrier. If a player is unable to maneuver any Pawns due to a Barrier, they must forfeit their turn.

Note: Should a player roll doubles, they are obligated to dismantle the Barrier (if one is in place).

SANCTUARY ZONES

All gray squares adorned with stars serve as Sanctuary Zones. Pawns positioned upon these spaces are immune to capture or expulsion. When two Pawns of differing colors find themselves on the same Sanctuary Zone, they form a Barrier in the Sanctuary Zone, and the same regulations as previously described for dismantling Barriers apply.

REWARD FOR CAPTURING

The recompense for dispatching an adversary's Pawn back to their Starting Corner is an advancement of 20 spaces that cannot be divided among multiple Pawns.

REWARD FOR REACHING THE EXIT SQUARE

The prize for landing a Pawn within the Exit Square is an advancement of 10 spaces that cannot be divided among multiple Pawns.

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