The History of Ludo: From Pachisi to the Phone
A sixth-century Indian court game, a Victorian patent and a mobile app. How Ludo got from one to the other, and what was lost on the way.
A sixth-century Indian court game, a Victorian patent and a mobile app. How Ludo got from one to the other, and what was lost on the way.
Six errors that show up in nearly every new player’s first session, and the simple adjustment for each.
Five habits that cost ordinary players most of their points, and what to do instead. None of them require better cards.
Free play tells you a lot about a game’s pacing and almost nothing about its mathematics. Knowing which is which is the useful part.
Every control on a JILI game screen, what it does, and the two you should look at before the first spin.
Most Ludo games are decided in the middle, but the opening sets up whether you have options or not. Here is what to do with the first few rolls.
The boot sets the floor, the limit sets the ceiling, and the blind rule decides how fast you get from one to the other. Four structures compared.
You do not need a memory system. Tracking three specific things will tell you when a hand is dead and when a discard is safe.
Reels that change height every spin, and a win count that swings from a few hundred to over a hundred thousand. The mechanic explained properly.
A screen-by-screen walk through a typical Yono-branded gaming app: what each part of the interface does, and which parts are designed to distract you.