Ludo Exact Roll to Finish: Count the Home Lane
Learn how the Ludo exact roll to finish rule works. See what rolls of one, two and three can do when your token is two spaces from Home.

Count the spaces between your token and Home
Apply the Ludo exact roll to finish rule by counting each step from your token to Home, including the step onto Home. In ProjectGAMR's two-player browser version checked November 12, 2026, a token on Home lane 4 needs two steps. The first takes it to lane 5 and the second takes it Home.
Read the label on the token button. Home lane 1 needs five steps, lane 2 needs four and lane 3 needs three. Lane 4 needs two and lane 5 needs one. A token already marked Home has finished its route.
Count across the turn from Track 52
The lane has a separate set of labels after Track 52. From Track 49, count Track 50, 51 and 52 as the first three steps. Then count Home lane 1, 2 and 3 as steps four through six.
A checked roll of six moved a Lime token from Track 49 to Home lane 3. Lime retained the turn after the move. The next roll was one and advanced that token to lane 4, leaving two steps to Home.
Use a smaller roll to advance or an exact roll to finish
With two spaces left, a roll of two finishes the token immediately. Funskool's printed Ludo instructions also require an exact finishing roll for their edition.
A roll of one is a legal move from lane 4. It puts the token on lane 5 and leaves a single step. In a separate checked run, a later roll of one took it from there to Home.
Spend an oversized roll on another legal move
A roll of three is too large for a token on lane 4. In one checked position, Lime had a second token on Track 1. Selecting the lane token left the position and the pending roll as they were.
Selecting the second token used the three and moved it to Track 4. After Violet's turn, a roll of two finished the lane token. Read the die against each token's position before choosing which one to move.
Recognize when the turn passes automatically
The same three produces a different result when the other three tokens are in Yard. They need a six to enter the track. With the lane token two spaces from Home, the game reports no legal move and passes the turn.
When you roll six with a token in Yard, you can use the roll to enter that token at Track 1. A legal move with a six gives you another roll. That puts another token on the track for later rolls.
Check the finish distance after each move
Start with the tokens in the home lane. For each, compare the die to the remaining distance. A smaller roll advances the token, an equal roll finishes it, and a larger roll calls for checking your other tokens.
After a move, read the new position and count again on your next turn. Each of your four tokens must reach Home to win. The distance check helps you find the moves available on the roll you have.
Keep exploring
Sources & further reading
- ProjectGAMR Ludo board and how-to-play rules ↗
- ProjectGAMR published Ludo move implementation ↗
- Funskool Ludo printed instructions ↗
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