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如何玩飛行棋

逐步教學

第 1 步,共 9 步

棋盤介紹

Ludo is a classic race game for 2 to 4 players. The board is cross-shaped with four colored corners.

Each player has a home base (one of the four colored quadrants) where their four tokens start. From there, tokens travel clockwise around a shared 52-square track toward a home column in the center.

The goal is simple: be the first player to move all four tokens from your home base, around the board, and into your home column.

第 2 步,共 9 步

擲骰進場

Tokens begin in your home base and cannot move until you roll a 6 on the die.

When you roll a 6, you may place one token on your start square (the first square of your track). Rolling a 6 also grants you an extra turn, so you roll again immediately.

In this position, Red has rolled a 6 and placed a token on square 0 (the red start square). The remaining three tokens still wait in base.

第 3 步,共 9 步

棋子移動

After rolling the die, you move one of your tokens forward by that many squares along the shared track.

Tokens travel clockwise around the board: Red starts at square 0, Blue at 13, Green at 26, and Yellow at 39. Each player's token must circle the entire 52-square track before heading home.

Here, Red has rolled a 4. The token on square 0 can advance to square 4, and the one on square 8 can advance to square 12.

第 4 步,共 9 步

安全格

Each player's start square is a safe zone for that player's tokens. A token resting on its own start square cannot be captured by an opponent.

Start squares are at positions 0 (Red), 13 (Blue), 26 (Green), and 39 (Yellow). If an opponent's token lands on your start square, your token is safe and the opponent simply shares the space.

However, you are not safe on other players' start squares. In this position, Red has a token on its own start square (0) and is protected. Blue's token on square 13 is likewise safe at Blue's own start.

第 5 步,共 9 步

吃子

If your token lands on a square occupied by an opponent's token (and it is not that opponent's safe start square), the opponent's token is sent back to their home base.

Capturing an opponent also earns you a bonus turn -- you get to roll again!

In this example, Red has rolled a 3. Red's token on square 17 can advance to square 20, where Blue's token sits. Blue's token will be sent home and Red rolls again.

第 6 步,共 9 步

本壘區進入

After traveling the full loop, your token enters your home column -- a private 6-square stretch leading to the center of the board.

Only your own tokens can enter your home column; opponents cannot follow you in. The home column squares are numbered 100 through 105 internally. You cannot jump over your own tokens in the home column.

Red's home column entry is at square 51 (the square just before Red's start). Here, Red has a token on square 50 that rolled a 3 and will advance into the home column at position 101.

第 7 步,共 9 步

精確擲骰到家

To finish, a token must reach the end of the home column with an exact roll. If you roll more than the number of squares remaining, the token cannot move -- you must wait for a lower roll.

The home column has 6 squares (positions 100-105). A token on position 103 needs exactly a 2 to reach 105 (the final slot). Rolling a 3 or higher would overshoot, so the token stays put.

In this position, Red has a token at home column position 103. A roll of 2 would advance it to position 105 (finished). Any higher roll means the token cannot move this turn.

Tip: Rolling a 6 when no token can move still grants another turn -- keep rolling until luck is on your side!

第 8 步,共 9 步

遊戲結束

The first player to move all four tokens into the home column (positions 102-105) wins the game!

The remaining players can continue playing to determine second, third, and fourth place, but the first player to finish all four tokens is the winner.

Rolling a 6 three times in a row forfeits your turn as a penalty, so be careful with those lucky streaks!

Red has finished all four tokens and wins the game. Congratulations!

第 9 步,共 9 步

飛行棋變體

Disable safe zones to make every square capturable. Disable exact finish to allow any roll that reaches or exceeds home distance.

Safe Zones Off: Normally each player's start square is safe from capture. With safe zones disabled, no square is protected -- tokens can be captured anywhere on the board. This makes the game more aggressive.

Exact Finish Off: Normally you need to roll the exact number to reach the last home column slot. With exact finish disabled, any roll that meets or exceeds the remaining distance sends the token home. This speeds up the endgame.

Both variants can be combined for a faster, more cutthroat game.

準備好玩飛行棋了嗎?