How to Play Ludo Super King
The classic, made premium. Online rooms with friends, vs computer, or pass & play on one phone.
Rules checked: 22 September 2026 · Super King Games
Ludo Super King is a four-colour race game for a phone or computer browser. In normal mode, each player has four tokens in the yard: roll a six to bring one out, then race all four home. Local Quick Mode starts two tokens on the track and ends when the first token reaches home. No login or download is required.
Use Play With Friends for a private room, Quick Match for a public room that can include labelled bots, VS Computer for three bot difficulty levels, or Pass and Play for two to four people on one device. Local setup offers Masala Dice, which favours dramatic moves; it may already be selected, so switch it off if you want normal random rolls.
Online opponents: Private rooms let you invite your own friends. Quick Match can fill empty seats with computer opponents labelled (Bot); it does not guarantee a human opponent.
Controls
- Tap the dice once when the turn label says it is your turn. Wait for the roll animation to finish.
- If several tokens can move, choose one of the highlighted tokens. The prompt shows the number you rolled.
- If only one token can legally move, it moves automatically after a short delay. If none can move, the turn passes.
- Online games show a turn timer and emote buttons. Do not keep tapping while the dice or tokens are animating.
How to play, step by step
- Pick a mode from the home screen: Play With Friends, Quick Match, VS Computer, or Pass and Play.
- For VS Computer choose 2, 3 or 4 players, your colour, and Easy, Medium or Hard bots.
- Optionally toggle Quick Mode (2 tokens each, both start on the track, first token home wins, about 5 minutes) or Masala Dice (rolls weighted toward captures and drama).
- Roll the dice on your turn. You need a six to bring a token out of the yard in normal mode.
- Move a token the number rolled. Landing on an opponent's token on a non-safe square sends it back to their yard.
Rules and scoring
- The four coloured starting squares and four star squares are safe. Opponents can share these squares without a capture.
- A six brings one token from the yard onto its starting square. It does not also move that token six more squares.
- Tokens need an exact roll to reach the centre. A token two steps from home cannot use a three; choose another legal token or pass automatically.
- A six, a capture or bringing a token home grants another roll unless that move has already won the game. On the third six in the same turn, that roll is forfeited and the next colour plays; earlier moves stay on the board.
- Normal mode ends when one player gets all four tokens home. Local Quick Mode starts two tokens on the track and ends at the first token home.
- Online and computer games normally take 100 virtual coins at entry. The winner receives 190, 220 or 250 for a two-, three- or four-player game. Low balance allows free entry with half that base reward. A Hard computer win adds 150.
- In a four-player game, a player ranked second gets their 100-coin entry back if they paid it. Pass and Play has no entry charge, coin prize or ranked win. Coins cannot be cashed out.
Tips to score higher
- Look at every highlighted token before choosing. A move toward home, a capture and moving out of danger can all be useful.
- On an ordinary square, check opponents one to six steps behind your destination. They may be able to capture you on their next roll; safe squares remove that risk.
- In normal mode, opening a second token gives you more choices when one token is waiting for an exact finish roll.
- Hard bots weigh captures, finishing, safety and escaping threats. They do not always choose a capture, so plan around the board position rather than assuming a fixed priority.
- Quick Mode rewards getting one token home. Normal mode requires all four, so spreading progress across tokens matters more.
- Turn off Masala Dice in local setup if you want ordinary random rolls. It is separate from Quick Mode and deliberately changes roll selection.
Modes and challenges
- Play With Friends: create a room, share the code or invite link, add bots to fill seats, host starts.
- Quick Match: joins an online room and starts automatically; empty seats may be filled by computer opponents labelled (Bot).
- VS Computer: 2 to 4 players, Easy, Medium or Hard bots, 100 coin entry.
Worked examples
Invite a friend into the same room
- Choose Play With Friends, enter a nickname and select Create Room.
- Share the room code or the Invite a Friend link. Your friend opens Ludo and joins that code.
- Wait for their nickname in the lobby before starting. Add Bot fills a seat with a computer opponent; Quick Match can do this automatically.
Choose a short match or the full race
- For a short local game, enable Quick Mode: two tokens start on the track and the first one home wins.
- For normal local Ludo, disable Quick Mode: tokens begin in the yard and all four must get home.
- Review Masala Dice separately. Quick Mode changes the win condition; Masala Dice changes how local rolls are chosen. Coins are game points, with no cash value.
A token needs two to finish
- Suppose one token is two steps from the centre and you roll three. That token cannot move past home.
- Choose another highlighted token. If the near-home token is your only unfinished token, no move is available and play passes.
- When you later roll two, it reaches home. In Quick Mode that wins immediately; in normal mode all four tokens must finish.
When something looks wrong
The dice button is disabled.
Read the turn prompt first. The game locks the dice while a roll or token move is playing, when another colour has the turn, or when you must choose a highlighted token. A second tap will not produce another roll.
My token will not come out or finish.
A yard token needs a six in normal mode. Near the centre, the roll must fit exactly. Only legal moves are highlighted. With no legal moves the game passes automatically; with one legal token it moves for you.
My friend joined a different match.
Use Play With Friends, create one room and share that exact code. Your friend should join the code rather than press Quick Match. Check that both names appear in the same lobby before the host starts.
The connection dropped.
Keep the same tab open while it tries to reconnect. A refresh in the same browser can rejoin an existing session if the room still exists. If the session has expired or the room was closed, create a new room. Opening the same player session in another tab can disconnect the first.
Frequently asked questions
Is the dice fair?
Online rooms use the server dice sequence. In local games, normal rolls are random, but the Masala Dice option deliberately weights some rolls toward captures and progress. Check that toggle before starting; do not assume every mode uses the same dice rules.
Can I play with friends who are far away?
Yes. Create a room, send the code or invite link, and they join from any browser.
What happens if I roll three sixes?
The third six ends your turn without another token move. Moves already made on your earlier rolls are kept; the game does not send those tokens back.
Do I lose coins if I lose a game?
Online and computer games normally charge 100 virtual coins at entry. The winner gets the displayed reward; a paid entrant ranked second in a four-player game gets their entry back. Low balance enables free entry with a smaller base reward. Pass and Play is free. These coins have no cash value.