Ludo Game Tutorial: Board Coordinates, Movement Algorithm & Dice Probability
A comprehensive Ludo game tutorial covering the complete board coordinate system (52 squares per color), movement decision tree with branching rules, dice probability distribution, animation timing, and end-to-end test scenarios — with full JavaScript code for every concept.
How Ludo Works: Complete Step-by-Step Rules
Ludo is a classic race board game for 2–4 players where each player controls four pieces that must complete a full circuit around the board before reaching the center. The player who finishes all four pieces first wins. Understanding the complete rule set is essential before writing a single line of game logic — the rules drive every data structure and algorithm in your implementation.
Game Setup
Each of the four players (Red, Green, Yellow, Blue) occupies one corner quadrant of the board. Every player has exactly four pieces that start in their home base within that quadrant. Players take turns clockwise, rolling a single six-sided die to determine how far to move. The board itself consists of three distinct regions: an outer track of 52 squares shared by all players, four private home columns of 5 squares each, and a central finish zone.
Dice Rolling Mechanics
A single standard six-sided die determines movement. Rolling a 6 grants two privileges: a piece may leave the home base (normally forbidden without a 6), and the player earns an extra turn after completing the current move. Three consecutive 6s in a row, however, forfeit the turn immediately — the player's move ends and control passes to the next player. This rule creates meaningful risk-reward decisions and prevents games from dragging on indefinitely.
Capture Mechanics
When a piece lands on an opponent's piece occupying the same square, that opponent's piece is sent back to their home base and must restart from scratch. However, two categories of squares grant immunity: start squares (where each color first enters the outer track) and star squares (positioned halfway between each start square). Pieces on these safe squares cannot be captured. Within the private home column, pieces are also immune from capture — only the owning player can enter that column.
Winning the Game
A piece must enter the home column after completing the outer circuit and then travel the exact number of squares remaining to reach the center. Overshooting is strictly prohibited — if the dice value would move a piece past position 57 (the center), that move is illegal and the piece stays in place. The game ends when one player has all four of their pieces in the finish zone. At that point, the game records the winner and all remaining players' positions are frozen.
The Board Coordinate System: Full 52-Square Mapping
The Ludo board uses a 15×15 conceptual grid where each cell is addressed as (row, col)
with (0,0) at the top-left. Rather than managing individual pixel coordinates directly, the board
is abstracted into a linear track of positions 0–57. Positions 0–51 represent the 52 outer track
squares, positions 52–56 represent the five-step home column, and position 57 is the finish center.
Each player has a different starting offset into this shared track, which is why the same track index
maps to different grid cells depending on which player's perspective you take.
Board Layout (ASCII Diagram)
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+
0 | R1| R1| R1| R1| R1| | | G1| G1| G1| G1| G1| | | |
+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+
1 | R1| R1| R1| R1| R1| | | G1| G1| G1| G1| G1| | | |
+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+
2 | R1| R1| R1| R1| R1| | | G1| G1| G1| G1| G1| | | |
+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+
3 | R1| R1| R1| R1| R1| | | G1| G1| G1| G1| G1| | | |
+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+
4 | R1| R1| R1| R1| R1| | | G1| G1| G1| G1| G1| | | |
+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+
5 | | | | | | | | | | | | | | | G5|
+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+
6 | R5| | | | | | ★ | R6| R7| R8| R9| R10| R11| ★ |G6|
+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+
7 | ★ | | | | | Y5| Y6| Y7| Y8| Y9| Y10| | | |G7|
+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+
8 | B6| | | | | B5| ★ | B7| B8| ★ | B9| B10| B11| ★ |G8|
+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+
9 | | | | | | | | | | | | | | | G9|
+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+
10 | | | | | | | | | | | | | | |G10|
+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+
11 | | | | | | | | | | | | | | |G11|
+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+
12 | | | | | | | | | | | | | | |G12|
+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+
13 | | | | | | | | | | | | | | |G13|
+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+
14 | | | | | | | B1| B1| B1| B1| B1| | | | |
+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+
Legend: ★ = Safe/Star square R/G/Y/B = Home quadrants
R5–R11 etc = Outer track cells with RED's track positions
Full Board Coordinate Mapping Table
The following table maps every outer track position (0–51) to its grid coordinates, along with the corresponding position for each player. Because each player enters the track from a different square, the same track index maps to different coordinates depending on the player's perspective.
| Track Pos | Grid (row, col) | Square Type | Red Pos | Green Pos | Yellow Pos | Blue Pos |
|---|---|---|---|---|---|---|
| 0 | (6, 1) | Start (Red) | 0 | 39 | 26 | 13 |
| 1 | (6, 2) | Track | 1 | 40 | 27 | 14 |
| 2 | (6, 3) | Track | 2 | 41 | 28 | 15 |
| 3 | (6, 4) | Track | 3 | 42 | 29 | 16 |
| 4 | (6, 5) | Track | 4 | 43 | 30 | 17 |
| 5 | (6, 6) | Track | 5 | 44 | 31 | 18 |
| 6 | (6, 7) | Track | 6 | 45 | 32 | 19 |
| 7 | (6, 8) | Track | 7 | 46 | 33 | 20 |
| 8 | (6, 9) | Star / Safe | 8 | 47 | 34 | 21 |
| 9 | (6, 10) | Track | 9 | 48 | 35 | 22 |
| 10 | (6, 11) | Track | 10 | 49 | 36 | 23 |
| 11 | (6, 12) | Track | 11 | 50 | 37 | 24 |
| 12 | (6, 13) | Track | 12 | 51 | 38 | 25 |
| 13 | (7, 14) | Start (Green) | 13 | 0 | 39 | 26 |
| 14 | (6, 14) | Track | 14 | 1 | 40 | 27 |
| 15 | (5, 14) | Track | 15 | 2 | 41 | 28 |
| 16 | (4, 14) | Track | 16 | 3 | 42 | 29 |
| 17 | (3, 14) | Track | 17 | 4 | 43 | 30 |
| 18 | (2, 14) | Track | 18 | 5 | 44 | 31 |
| 19 | (1, 14) | Track | 19 | 6 | 45 | 32 |
| 20 | (0, 14) | Track | 20 | 7 | 46 | 33 |
| 21 | (0, 13) | Star / Safe | 21 | 8 | 47 | 34 |
| 22 | (0, 12) | Track | 22 | 9 | 48 | 35 |
| 23 | (0, 11) | Track | 23 | 10 | 49 | 36 |
| 24 | (0, 10) | Track | 24 | 11 | 50 | 37 |
| 25 | (0, 9) | Track | 25 | 12 | 51 | 38 |
| 26 | (0, 8) | Start (Yellow) | 26 | 13 | 0 | 39 |
| 27 | (0, 7) | Track | 27 | 14 | 1 | 40 |
| 28 | (0, 6) | Track | 28 | 15 | 2 | 41 |
| 29 | (0, 5) | Track | 29 | 16 | 3 | 42 |
| 30 | (0, 4) | Track | 30 | 17 | 4 | 43 |
| 31 | (0, 3) | Track | 31 | 18 | 5 | 44 |
| 32 | (0, 2) | Track | 32 | 19 | 6 | 45 |
| 33 | (0, 1) | Track | 33 | 20 | 7 | 46 |
| 34 | (0, 0) | Star / Safe | 34 | 21 | 8 | 47 |
| 35 | (1, 0) | Track | 35 | 22 | 9 | 48 |
| 36 | (2, 0) | Track | 36 | 23 | 10 | 49 |
| 37 | (3, 0) | Track | 37 | 24 | 11 | 50 |
| 38 | (4, 0) | Track | 38 | 25 | 12 | 51 |
| 39 | (5, 0) | Start (Blue) | 39 | 26 | 13 | 0 |
| 40 | (6, 0) | Track | 40 | 27 | 14 | 1 |
| 41 | (7, 0) | Track | 41 | 28 | 15 | 2 |
| 42 | (8, 0) | Track | 42 | 29 | 16 | 3 |
| 43 | (8, 1) | Track | 43 | 30 | 17 | 4 |
| 44 | (8, 2) | Track | 44 | 31 | 18 | 5 |
| 45 | (8, 3) | Track | 45 | 32 | 19 | 6 |
| 46 | (8, 4) | Track | 46 | 33 | 20 | 7 |
| 47 | (8, 5) | Star / Safe | 47 | 34 | 21 | 8 |
| 48 | (8, 6) | Track | 48 | 35 | 22 | 9 |
| 49 | (8, 7) | Track | 49 | 36 | 23 | 10 |
| 50 | (8, 8) | Track | 50 | 37 | 24 | 11 |
| 51 | (8, 9) | Track | 51 | 38 | 25 | 12 |
The home column coordinates for each player are defined separately from the outer track, since each
player's home column leads directly toward the center from their respective entry point. For Red, the
home column is (6,0) → (7,0) → (8,0) → (8,1) →
(8,2) → (8,3). For Green: (6,14) → (5,14) →
(4,14) → (3,14) → (2,14) → (1,14). Yellow's column
goes (0,8) → (0,7) → (0,6) → (0,5) →
(0,4) → (0,3). Blue's column follows (8,0) → (9,0) →
(10,0) → (11,0) → (12,0) → (13,0).
Movement Decision Tree: Branching Rules for Each Color
The movement decision tree encodes the complete branching logic that determines which legal moves are available to a player given a specific dice value. Every branch point corresponds to a rule that must be checked in order, with the tree returning a ranked list of preferred moves at each leaf.
DECISION TREE: getBestMove(playerId, diceValue)
├── Is any piece finished?
│ └── Remove from movable candidates
├── Does player have a piece in base (pos == -1)?
│ ├── diceValue == 6?
│ │ └── → Consider "leave base" move (HIGH priority: escape first)
│ └── diceValue != 6?
│ └── → Cannot leave base (exclude base pieces from candidates)
├── For each candidate piece (pos >= 0, not finished):
│ ├── Can piece reach home column entry?
│ │ ├── pos + diceValue == HOME_ENTRY[playerId] + 52?
│ │ │ └── → Flag as "home column entry" candidate
│ │ └── pos + diceValue > HOME_ENTRY[playerId] + 52?
│ │ └── → Must check home column distance
│ ├── Would move exceed WIN_POSITION (57)?
│ │ └── → Move invalid (exclude this piece)
│ ├── Would move land on own piece?
│ │ └── → Move invalid (self-collision)
│ ├── Would move land on opponent's piece on safe square?
│ │ └── → Move invalid (safe square protection)
│ └── Would move land on opponent's piece (not safe)?
│ └── → Capture candidate (MEDIUM-HIGH priority)
├── RANKING RULES (descending priority):
│ ├── 1. Capture opponent's piece (eliminate competition)
│ ├── 2. Enter home column (accelerates finishing)
│ ├── 3. Leave base on a 6 (only way to start)
│ ├── 4. Move onto a safe/star square (protection)
│ ├── 5. Move closest to finish (progress optimization)
│ └── 6. Any valid move (fallback)
└── Return ranked move list for player selection
JavaScript Implementation
const PLAYER_COLORS = ['RED', 'GREEN', 'YELLOW', 'BLUE']; // Home entry index into the absolute OUTER_TRACK for each player const HOME_ENTRY = { RED: 0, GREEN: 13, YELLOW: 26, BLUE: 39 }; const WIN_POSITION = 57; const OUTER_TRACK_LEN = 52; // Star/safe squares: indices 8, 21, 34, 47 in the absolute track const SAFE_SQUARES = new Set([8, 21, 34, 47]); function toAbsoluteTrack(relPos, playerId) { // Convert player's relative track position (0-57) to absolute (0-51) return (relPos + HOME_ENTRY[playerId]) % OUTER_TRACK_LEN; } function getMoveCandidates(player, diceValue) { const candidates = []; for (const piece of player.pieces) { if (piece.finished) continue; // Rule: piece in base needs exactly 6 to exit if (piece.trackPos === -1) { if (diceValue === 6) { candidates.push({ piece, moveType: 'LEAVE_BASE', targetPos: 0, priority: 3 }); } continue; } // Rule: cannot overshoot the finish const newPos = piece.trackPos + diceValue; if (newPos > WIN_POSITION) continue; // Rule: self-collision check — cannot land on own piece const selfBlocked = player.pieces.some( p => p !== piece && !p.finished && p.trackPos === newPos ); if (selfBlocked) continue; // Classify the move let moveType = 'ADVANCE'; let priority = 6; // Check for capture opportunity const absTarget = toAbsoluteTrack(newPos, player.id); const opponentOnSquare = findOpponentAtAbsolute(absTarget, player.id); if (opponentOnSquare && !isSafeSquare(absTarget)) { moveType = 'CAPTURE'; priority = 1; } // Check for home column entry if (piece.trackPos < OUTER_TRACK_LEN && newPos >= OUTER_TRACK_LEN) { moveType = 'ENTER_HOME'; priority = Math.max(priority, 2); } // Check for safe square landing if (isSafeSquare(absTarget) && moveType === 'ADVANCE') { moveType = 'SAFE_SQUARE'; priority = 4; } candidates.push({ piece, moveType, targetPos: newPos, priority }); } // Sort by priority (lowest number = highest priority) candidates.sort((a, b) => a.priority - b.priority); return candidates; } function findOpponentAtAbsolute(absTrackPos, ownPlayerId) { // Returns opponent player ID if one occupies the absolute track position for (const player of gameState.players) { if (player.id === ownPlayerId) continue; for (const piece of player.pieces) { if (piece.finished || piece.trackPos < 0) continue; if (toAbsoluteTrack(piece.trackPos, player.id) === absTrackPos) { return player.id; } } } return null; } function isSafeSquare(absTrackPos) { return SAFE_SQUARES.has(absTrackPos); }
Dice Probability Distribution
Understanding dice probability distribution is critical for game balance and AI decision-making. A single die has a uniform distribution — each face (1 through 6) has a 1/6 probability of appearing. However, meaningful strategic information emerges when you consider the distribution of outcomes for multiple rolls and the conditional probabilities based on game state.
Single Roll Probability Table
| Dice Value | Probability | Odds | Cumulative | Strategic Note |
|---|---|---|---|---|
| 1 | 16.67% | 1 in 6 | 16.67% | Move one square — limited utility |
| 2 | 16.67% | 1 in 6 | 33.33% | Useful for near-finish pieces |
| 3 | 16.67% | 1 in 6 | 50.00% | Balanced movement, common choice |
| 4 | 16.67% | 1 in 6 | 66.67% | Large jump, good for long-distance |
| 5 | 16.67% | 1 in 6 | 83.33% | Significant progress, near home column |
| 6 | 16.67% | 1 in 6 | 100.00% | Leave base OR extra turn — highest value |
Consecutive Roll Probabilities
const SINGLE_PROB = 1 / 6; // ~16.67% per face // Probability of getting exactly N consecutive 6s function probConsecutiveSixes(n) { return Math.pow(SINGLE_PROB, n); } // P(exactly one 6 in exactly one roll) = 1/6 ≈ 16.67% // P(exactly one 6 in N rolls) = N * (1/6) * (5/6)^(N-1) function probAtLeastOneSix(nRolls) { return 1 - Math.pow(5 / 6, nRolls); } // Three consecutive 6s: P = (1/6)^3 = 0.46% — rare but consequential // After 2 consecutive 6s, P(third is also 6) = 16.67% // After 2 consecutive 6s, P(at least one non-6 in next N rolls) → approaches 1 // Build a probability-weighted move score for AI evaluation function expectedProgress(piece, diceDist = [1,1,1,1,1,1]) { // diceDist: weighted die (default = fair die) let total = 0; for (const [value, weight] of diceDist.entries()) { if (isValidMove(piece, value)) { total += weight * value; } } return total / diceDist.reduce((a, b) => a + b, 0); } // Monte Carlo: estimate turns-to-finish for a piece async function monteCarloTurnsToFinish(startPos, trials = 100000) { let totalTurns = 0; let consecSix = 0; for (let t = 0; t < trials; t++) { let pos = startPos; let turns = 0; let consec = 0; while (pos < WIN_POSITION && turns < 500) { const roll = Math.floor(Math.random() * 6) + 1; consec = (roll === 6) ? consec + 1 : 0; if (consec >= 3) { consec = 0; continue; } if (pos === -1 && roll !== 6) { turns++; continue; } if (pos + roll <= WIN_POSITION) { pos += roll; } turns++; } totalTurns += turns; } return totalTurns / trials; }
Animation Timing System
Smooth animation elevates a Ludo game from a functional prototype to a polished product. The animation system must handle piece movement along the track (which may cross multiple squares in a single dice roll), the dice rolling visual effect, capture animations (where the captured piece retreats to base), and home-entry celebrations. Each animation type has a different duration profile, and the system must coordinate them without race conditions.
const ANIM_CONFIG = { SQUARE_STEP_MS: 120, // ms per square for piece movement DICE_ROLL_MS: 800, // total dice roll animation duration CAPTURE_MS: 600, // capture retreat animation HOME_ENTRY_MS: 400, // celebration pulse on home entry SETTLE_MS: 200, // pause between animations SCALE_BOUNCE: 1.15, // piece scale during bounce }; class LudoAnimationController { constructor(canvasCtx) { this.ctx = canvasCtx; this.queue = []; this.running = false; this.currentAnim = null; } enqueue(anim) { this.queue.push(anim); if (!this.running) this.processQueue(); } processQueue() { if (this.queue.length === 0) { this.running = false; this.emit('allAnimationsComplete'); return; } this.running = true; this.currentAnim = this.queue.shift(); this.runAnimation(this.currentAnim) .then(() => { this.emit(this.currentAnim.type + ':complete', this.currentAnim); return this.wait(ANIM_CONFIG.SETTLE_MS); }) .then(() => this.processQueue()); } runAnimation(anim) { switch (anim.type) { case 'ROLL': return this.animateDiceRoll(anim); case 'MOVE': return this.animatePieceMove(anim); case 'CAPTURE': return this.animateCapture(anim); case 'HOME_ENTRY': return this.animateHomeEntry(anim); } } animateDiceRoll(anim) { return new Promise(resolve => { const duration = ANIM_CONFIG.DICE_ROLL_MS; const fps = 30; const frames = (duration / 1000) * fps; let frame = 0; const interval = setInterval(() => { const value = Math.floor(Math.random() * 6) + 1; this.renderDiceFace(value); if (++frame >= frames) { clearInterval(interval); this.renderDiceFace(anim.result); resolve(); } }, 1000 / fps); }); } animatePieceMove(anim) { return new Promise(resolve => { const steps = Math.abs(anim.toPos - anim.fromPos); const stepDuration = ANIM_CONFIG.SQUARE_STEP_MS; const totalDuration = steps * stepDuration; const startTime = performance.now(); const fromCoord = getTrackCoordinate(anim.fromPos, anim.playerId); const toCoord = getTrackCoordinate(anim.toPos, anim.playerId); const animate = (now) => { const elapsed = now - startTime; const t = Math.min(elapsed / totalDuration, 1); const eased = easeInOutQuad(t); const currentStep = Math.floor(eased * steps); const segmentT = (eased * steps) - currentStep; const fromSq = getTrackCoordinate(anim.fromPos + currentStep, anim.playerId); const toSq = getTrackCoordinate(anim.fromPos + currentStep + 1, anim.playerId); const x = lerp(fromSq.x, toSq.x, segmentT); const y = lerp(fromSq.y, toSq.y, segmentT); this.renderPiece(anim.pieceId, x, y); if (t < 1) requestAnimationFrame(animate); else resolve(); }; requestAnimationFrame(animate); }); } function lerp(a, b, t) { return a + (b - a) * t; } function easeInOutQuad(t) { return t < 0.5 ? 2 * t * t : 1 - Math.pow(-2 * t + 2, 2) / 2; } wait(ms) { return new Promise(r => setTimeout(r, ms)); } emit(type, data) { this.dispatchEvent && this.dispatchEvent(new CustomEvent(type, { detail: data })); } }
Testing the Ludo Game: Comprehensive Test Scenarios
Every Ludo implementation requires systematic testing across the board coordinate system, movement validation, capture logic, win detection, and dice rule enforcement. The following test suite covers the critical paths that, if broken, would produce incorrect game behavior.
function runLudoTestSuite() { const results = []; const test = (name, fn) => { try { fn(); results.push({ name, pass: true }); console.log('✅', name); } catch (e) { results.push({ name, pass: false, error: e.message }); console.error('❌', name, e.message); } }; // --- Board Coordinate Tests --- test('OUTER_TRACK has exactly 52 cells', () => { assertEqual(OUTER_TRACK.length, 52, 'Track length must be 52'); }); test('Home entry indices are spaced 13 apart', () => { assertEqual(HOME_ENTRY.GREEN - HOME_ENTRY.RED, 13); assertEqual(HOME_ENTRY.YELLOW - HOME_ENTRY.GREEN, 13); assertEqual(HOME_ENTRY.BLUE - HOME_ENTRY.YELLOW, 13); assertEqual((HOME_ENTRY.RED + 52 - HOME_ENTRY.BLUE) % 52, 13); }); test('Safe squares are at indices 8, 21, 34, 47', () => { const expected = [8, 21, 34, 47]; expected.forEach(idx => assertEqual(SAFE_SQUARES.has(idx), true)); }); test('Track wraps correctly: Red pos 51 + 1 = Green pos 0', () => { const greenEntry = HOME_ENTRY.GREEN; const redLast = OUTER_TRACK[51]; const greenFirst = OUTER_TRACK[greenEntry]; assertEqual(toAbsoluteTrack(51, 'RED'), 51); assertEqual(toAbsoluteTrack(0, 'GREEN'), greenEntry); }); // --- Movement Validation Tests --- test('Piece in base can only move with dice=6', () => { const piece = { trackPos: -1, finished: false }; assertEqual(isValidMove(piece, 6), true); [1,2,3,4,5].forEach(v => assertEqual(isValidMove(piece, v), false) ); }); test('Cannot overshoot WIN_POSITION (57)', () => { const piece = { trackPos: 55, finished: false }; assertEqual(isValidMove(piece, 2), true); // 55+2=57 exact assertEqual(isValidMove(piece, 3), false); // 55+3=58 overshoot assertEqual(isValidMove({ trackPos: 56, finished: false }, 2), false); assertEqual(isValidMove({ trackPos: 56, finished: false }, 1), true); // 56+1=57 exact }); test('Finished piece cannot move', () => { assertEqual(isValidMove({ trackPos: 57, finished: true }, 6), false); }); test('getMoveCandidates filters correctly for self-collision', () => { const player = { id: 'RED', pieces: [ { trackPos: 10, finished: false }, { trackPos: 10, finished: false } // same position — self-collision ] }; const cands = getMoveCandidates(player, 3); assertEqual(cands.length, 0); // both blocked }); test('Total path for each player is exactly 57 steps', () => { ['RED', 'GREEN', 'YELLOW', 'BLUE'].forEach(color => { const piece = { trackPos: 0, finished: false }; let steps = 0; while (piece.trackPos < WIN_POSITION && steps < 200) { piece.trackPos++; steps++; } assertEqual(steps, 57, `${color} path should be 57 steps`); }); }); // --- Dice Rule Tests --- test(probConsecutiveSixes(3).toFixed(4) === (1/216).toFixed(4) ? 'Three consecutive 6s probability is (1/6)^3 = 0.0046' : assertFail('Three 6s probability incorrect') ); const passed = results.filter(r => r.pass).length; const failed = results.filter(r => !r.pass).length; console.log(`\nResults: ${passed} passed, ${failed} failed`); return failed === 0; } function assertEqual(a, b, msg) { if (a !== b) throw new Error(msg || `Expected ${b}, got ${a}`); } function assertFail(msg) { throw new Error(msg); }
Frequently Asked Questions
(6,0), Green from (0,14), Yellow from (0,8), and Blue
from (8,0).getMoveCandidates function by
checking whether any of the player's other pieces already occupy the target position before
considering a move valid. However, some digital variants relax this rule to allow "stacking,"
which can be a useful strategic option. If you implement stacking, you must adjust your capture
logic: a stack is only captured if the capturing piece lands on it, sending all stacked pieces
back to base at once. The self-collision check uses player.pieces.some(p => p.trackPos === targetPos)
and must be updated if stacking is enabled.isValidMove check explicitly enforces this: piece.trackPos + diceValue <= 57.
The piece stays at position 56 and the turn proceeds normally — the dice value is effectively
wasted for that piece. The player may still have other movable pieces. If all movable pieces
are blocked and the player has no valid moves, the turn passes to the next player, even if
the rolled value was a 6. This rule is what makes "racing for the finish" exciting — a player
with multiple near-finish pieces might repeatedly waste high rolls.LudoAnimationController queues animations
sequentially and fires events on completion, allowing the game logic to proceed only after
all visual updates are rendered.Building a Ludo Game?
Get help with board coordinates, movement algorithms, dice probability analysis, and animation implementation for your Ludo game.