Board
Arrow Ludo
Arrow Ludo on First Games is classic token racing plus cells that shove you along a printed arrow when you land on them. Dice still pick the distance. You still pick the token. The arrow then adds a second move you did not roll. This page is that trigger board, not a clean classic loop with no arrows, and not a powered token you tap by choice.
What this play is
This play is Ludo with forced extra walking. Certain cells carry an arrow. When a token finishes its dice walk on that cell, the board slides it in the arrow’s direction by the printed length. You do not tap to accept the slide. The slide is the trigger. The job is still to home every token. The job is also to aim dice so you either take a helpful arrow or skip a poisonous one. It is not powered-token Ludo, where you choose a special step. It is not classic Ludo, where every cell is only a cell. If the board has no arrow marks, you opened the hub.
What the table shows
The cross board adds arrow decals on some outer cells and sometimes on the approach to home. The room card prints entry, seats (two or four), turn clock, whether captures are on, and a line that arrows are active. Read whether an arrow that ends on an opponent captures, and whether an arrow that ends on another arrow chains. Those two lines change the table more than the art. If the card is silent on arrows, you are not in this play. First Games shows the live fee on the card, not in this article.
How you win this round
You win by homing every token of your colour the same way classic does. Arrows do not replace home. They only change how you arrive. A token slid into home by an arrow counts if the landing is a legal home cell and exact-count rules are satisfied as printed. A token slid past home, if the board even allows that, does not count as a win. The race still ends when one colour has finished its set.
How a round starts
Yards, start number, and first roll match ordinary Ludo. Arrows do not fire from the yard. They fire only when a token already on the track ends a dice walk on an arrow cell. Opening sixes still extract tokens onto the first track cell. If that first cell is itself an arrow on this room, the token will slide immediately after the exit; the card would show that, because it is unusual. Most rooms keep the exit cell clean so the first arrow comes later.
Legal moves — and one that is not
A legal dice walk into an arrow cell is legal, and the slide that follows is automatic and legal. If the slide lands on an opponent on an ordinary cell and captures are on, the capture is legal. Choosing a different token to avoid an arrow is legal whenever that other token can use the number. Passing is legal when every spend would be illegal for other reasons, not merely because you dislike the arrow.
It is not legal to skip the slide after you have landed on the arrow. The trigger is not optional. It is not legal to ride an arrow backward. It is not legal to treat an arrow as a powered step you save for later. It is not legal to claim a capture on a token the arrow flew past without landing on. Flying over is not landing. Playing classic and ignoring the decal is how the app moves you anyway, then you blame the board. The arrow already fired.
How this round ends
The round ends on the last home token, including a token that an arrow delivered into the final cell if that delivery was legal. There is no extra arrow after the board locks. If the last needed cell is not an arrow, you still need the exact dice. The finish button is the landing, not a separate confirm of the slide.
How the money is counted
Same pot logic as other Ludo rooms: entries minus printed charge, paid to the colour that homed out. Example only: ₹25 sit, two seats, strip pays ₹46 after the printed charge. Arrows do not add a bonus rupee unless the card prints an arrow bounty, which most rooms will not. Do not expect a multiplier for riding three arrows. Wallet follows the strip.
If you leave early or miss the tap
Leave Seat loses the race. A clock skip can drop you onto an arrow you did not want, because auto-move picks a legal token and the slide still fires. That is the Arrow-specific sting of missing the tap. Disconnect during a slide does not undo the slide. There is no rummy drop. The penalty is the race and any capture the unwanted arrow fed.
Buttons on this screen
- Roll — Sets the dice walk before any arrow fires.
- Token — Pick a piece whose landing cell you have counted, including whether that cell is an arrow.
- Arrow cell — Marked on the board. Landing here always slides; there is no skip tap.
- Capture flash — May light after the slide, not only after the dice walk.
- Leave Seat — Folds. An arrow already in motion will finish before the seat closes if the app is mid-slide.
How to open it in First Games
- Open the Telegram channel t.me/cocorummy and download the APK posted there. Do not use a random file from search.
- Install on Android and finish mobile OTP.
- Tap the Skill tab, open the UONO Ludo tile, then sit an Arrow Ludo room and read which cells carry arrows on that card.
Do not mix this up with board with no arrows
A board with no arrows, classic Ludo on ludo.html, ends the walk on the cell you counted from the die. Arrow Ludo adds a second walk you did not roll. You can count a safe landing and still be shoved onto a capture. Powered-token Ludo is the other neighbour: there you tap a special step. Here the board taps you. Do not sit classic expecting arrows, and do not sit arrows expecting a cancel button.
One round, start to finish
You sit yellow, four tokens, arrows on, captures on, ₹25. You exit on six. A later five lands you one cell short of an arrow that points six cells ahead toward an opponent on an ordinary square. You choose a different token. Next turn a four lands you on that arrow; the slide fires, you land on the opponent, and that token bounces to the yard. Later an arrow near home points past your exact cell; you refuse that token and wait with another piece. Exact two homes the first token without an arrow. You home the rest. The opponent had been bounced twice by slides. The strip pays. The arrows were the difference in route, not a different scoring game.
Where an arrow sends you
An arrow sends you in the direction it paints, for the number of cells the decal or the room card prints, starting from the cell you landed on. It does not send you to a random yard. It does not swap colours. Forward arrows along the outer track skip ordinary cells as if you had rolled extra. Some rooms print a sideways arrow that dumps you onto another colour’s stretch; that dump is still your token on their stretch, and you then continue toward your own home the long way unless another arrow corrects it. Home-column arrows, if any, only exist if drawn; do not invent a turbo into the final cell. Count from the landing cell, not from your start of turn. If two arrows are printed as a chain, the card says whether the second fires. If the card is silent, expect one slide per landing. The send is forced. Looking at the next six cells before you tap the token is the whole skill of this room. Classic counting that stops at the dice number is incomplete here.
Can an arrow feed a capture
Yes, when captures are on and the slide ends on an opponent token that is not on a safe cell. The dice walk can be peaceful and the arrow can still be the capture. The reverse is also true: the dice walk can land on someone, capture, and then if that capture cell is also an arrow, you may slide again with the capturing token, as the chain rule prints. You cannot capture a token you only flew over. You cannot capture a partner in Team seating if you somehow opened a hybrid; this page is the arrow room, usually free seating. You cannot refuse the capture if the slide lands and captures are mandatory on that card. Feeding a capture is why arrows are a trigger play, not decoration. People sit Arrow Ludo and then complain they were captured from a cell they did not roll onto. They did roll onto the arrow that pointed there. Count the slide as part of the landing before you tap.
How do I win on Arrow Ludo?
Home every token of your colour. Arrows only change the path. They are not a second scoring game.
Do arrows pay extra?
Only if the room card prints a bounty. Most rooms pay the ordinary pot on the result strip and nothing extra per arrow.
Is this classic Ludo with prettier cells?
No. Classic boards with no arrows stop on the dice cell. Here a landing can shove you further, including onto a capture.
What is the easy mistake with an arrow?
Counting only the die, tapping a token, then being slid onto an opponent or past a useful cell. The slide is not optional.
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