Home Run Dice
Race four tokens round the track and into home against up to three bot opponents. Roll sixes to start, capture rivals and finish with an exact roll.
How to play
- You play Red against one to three computer players. Pick 2, 3 or 4 players, then press Roll dice on your turn.
- A token can only leave the yard on a six. After that it moves forward by the number you roll, once round the track and up your coloured home column.
- Rolling a six gives you another turn, but a third six in a row loses that move. Land on a rival token to send it back to its yard, unless it stands on a start square or a star.
- Get all four tokens exactly onto the centre to win. If more than one token can move, tap the token or press its Move button; a single legal move is played for you.
Tips and strategy
- Bring a second token out early on a six. Having two tokens to choose from gives you far more useful moves.
- Park on a star or start square when a rival token is a few squares behind you. Those squares cannot be captured.
- Capturing sets a rival back by their whole journey, so it is almost always worth more than a few extra squares of progress.
- Keep one token a short exact roll from home so that a lucky number finishes it instead of wasting a turn.
FAQ
- Is this the same as Ludo?
- It follows the classic race-and-capture rules that Ludo and Parcheesi-style games share, with original board art and name. Rules are listed in How to play.
- Who goes first and who are the other players?
- You are always Red and always move first. The other colours are computer players that roll and move automatically.
- Do I need an exact roll to finish?
- Yes. A token must land exactly on the centre. If your roll is too high for every token, your turn passes (unless it was a six, which earns another roll).
- Is it fair?
- Dice are rolled with your browser's random number generator for you and the bots alike. The bots have no hidden advantage.