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The rules are learned in a minute. Each player has four tokens waiting in a home base. You roll a die, and a six lets you bring a token onto the board. Rolled numbers move a token that many squares around the cross. Land exactly on a square occupied by an opponent and their token goes all the way back to its base. Get all four of yours around the board and into the centre column first, and you win.
What makes it more than a dice race is the branching decision every roll forces. A four can advance the token nearest home, or the one furthest back, or bring a new one out of base. Those three choices produce very different risk profiles: pushing your leading token forward protects it, while advancing a straggler leaves it in the open where three opponents can reach it. The dice are random; which token you move is not.
The capture rule is where the game gets its reputation. Sending someone's nearly-home token back to base is a swing so large it can decide a match on its own, and it means a player who looks hopelessly behind is never actually out. It also means the safest-looking position — a token a few squares from home — is often the most valuable target on the board.
Ludo Hero puts this online against real opponents rather than against the computer, which changes the texture. Human players hold tokens back to set up captures, block routes deliberately, and take risks a bot would not. Matches are short, and because the die does a lot of the work, a beginner can beat an experienced player often enough to keep it interesting.
The game is developed by MarketJS and distributed through Playhop, the Yandex games platform. It runs in a browser with no install and works with a mouse or a finger — the only inputs are tapping to roll and tapping a token to move it. Playhop plays a short advertisement before the game starts, which is how the platform pays the developer.