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No-capture Ludo

No-capture Ludo on First Games is the race where landing on someone does not send them to the yard. Tokens stay on the track. You overtake by walking past, stacking, or taking the next empty cell, as that room prints. This page is that flip of classic capture-on rooms. Dice and home still matter. The bounce is what is gone.

What this play is

This play is Ludo with the capture rule reversed. First Games still deals tokens, still uses a start number, still wants home. What it will not do is bounce an opponent to the yard because you landed on their cell. The job is to finish your set while the others remain on the board as obstacles or as stacks. It is not classic capture-on Ludo. It is not 2-player Ludo with captures armed. If a capture flash lights when you hover a landing, you opened the wrong room.

What the table shows

The board looks like the hub cross. The room card is where the flip is written: captures off, plus how shared squares work, plus entry, seats, and turn clock. Shared squares may stack both tokens on one cell, may send the mover to the next free cell, or may block the landing so you must spend the number on another token. Those three treatments are not interchangeable. Read which one this card uses. Seats may be two or four. Seat count does not turn captures back on.

How you win this round

You win by homing every token of your colour first. You cannot win by wiping the board. There is nothing to wipe. An opponent token sitting on the track until the end is normal. Exact home count still applies when printed. The app pays the first finished colour. Second place exists only if the card says so.

How a round starts

Yards and start numbers match other Ludo rooms. Opening sixes extract tokens. Early landings that occupy the same cell as an opponent do not bounce anyone. If stacking is on, both tokens sit together from the first shared cell. If next-empty is on, your token skips to the following free square after the overlap. The start of the race is calmer than capture-on because nobody is sent back in the first dozen rolls, which is why people misread it as friendly and then lose the race.

Legal moves — and one that is not

A legal turn is a dice walk that ends on a free cell, a stack cell if stacking is allowed, or the next empty cell if that is the overlap rule. Walking past an opponent without stopping is always legal. Homing on exact count is legal. Exiting on the start number is legal. Passing is legal when the number cannot be spent without violating the overlap rule, for example a landing that the card treats as blocked and you have no other token.

It is not legal to bounce a token anyway because you play capture-on at home. The app will not send them to the yard. It is not legal to remove a stacked opponent by tapping them. It is not legal to skip your own token over home because nobody can punish you with a capture. Home still needs the printed count. Playing chicken with an overlap when the card says blocked, then ramming the cell, is a rejected tap. Pick another token or pass.

How this round ends

The round ends when one colour has every token in home. Opponent tokens may still sit on the outer track, stacked or alone. That is a finished race, not a bug. There is no final capture round. The board locks with those tokens in place. Leave Seat after the strip is just exit.

How the money is counted

Pot from entries minus printed charge, paid to the first colour home. Example only: ₹18 sit, four seats, strip pays ₹64 after the printed charge. No bounty for landing on people, because those landings are not captures. No extra fee for remaining opponent tokens. Wallet follows the strip. This is still a race prize, not a per-hit prize.

If you leave early or miss the tap

Leave Seat loses. Clock skip auto-moves a token that may stack or may be blocked, as the overlap rule says. You cannot be bounced for missing a tap, because nobody can bounce. You can still be raced past. Disconnect does not freeze other colours; they will home while you are gone. No rummy drop. The penalty is the lost race on a board that will not send anyone back to buy you time.

Buttons on this screen

  • Roll — Ordinary die. No capture bonus roll will appear, because captures are off.
  • Token — Spend the number on a piece that has a legal landing under the share rule.
  • Stack mark — Shows two tokens on one cell when stacking is the printed share rule.
  • Blocked cell — Lights if this room forbids landing on an occupied square, so you must pick another token.
  • Leave Seat — Folds a race you cannot stall by bouncing people.

How to open it in First Games

  1. Open the Telegram channel t.me/cocorummy and download the APK posted there. Do not use a random file from search.
  2. Install on Android and finish mobile OTP.
  3. Tap the Skill tab, open the UONO Ludo tile, then sit a no-capture room and confirm captures are off on that card.

Do not mix this up with capture-on rooms

Capture-on rooms, including classic Ludo and heads-up when those cards arm captures, send a landed-on token to the yard. No-capture Ludo leaves that token where it sat or stacks with it. You cannot reset an opponent. You can only out-walk them. If you sat this room to hunt, you sat the wrong flip.

One round, start to finish

Four seats, captures off, stacking on, ₹18. You exit two tokens. An opponent sits on the cell your five would land on; both tokens stack, nobody leaves the board. You keep walking the lead token. You cannot bounce the stack to clear the path, so you spend a six exiting a third token instead of waiting for a fight that will never come. Home column needs exact two; you wait rather than overshoot. You home four tokens while two opponents still have pieces stacked on the outer loop. The strip pays. Nobody was ever sent to a yard after the opening exits.

What happens if two tokens share a square

Sharing is the replacement for capturing, and the room card names the treatment. Stacking means both tokens occupy the cell and both continue from that cell on later turns; neither is safe from being walked past, because safety from capture is already global. Next-empty means your token cannot rest on the occupied cell and is placed on the following free square, which can be better or worse than the square you counted. Blocked means the landing is illegal, the token you hoped to move cannot use this number, and you must tap another token or pass. First Games will not mix those three silently. People from capture-on rooms tap the occupied cell expecting a bounce and then stall when the piece either stacks or refuses. Look at the share line before the first overlap. Safe squares from classic art may still be drawn, but they are less important when nobody can bounce anyone anyway. The shared square is a traffic rule, not a fight.

How you overtake without captures

You overtake by rolling past, by using a stack as a place you can leave later, or by forcing an opponent to waste turns on a blocked landing while you take a different token home. There is no bounce to reset their distance. A lead of eight cells is a real lead. A token sitting on your home-column door is an obstacle you walk around, not a victim. Blocking, if the card uses blocked landings, is the remaining weapon: park on a cell they need if that makes their number illegal. If stacking is on, blocking is weaker because they can sit with you and then leave. Race math replaces hunt math. That is why no-capture matches can look polite and still be decided by exact home counts. If you wanted bounce-back pressure, sit a capture-on room such as heads-up or classic. If you sat this flip, count cells to home and stop waiting for a capture flash that will not light.

How do I win if I cannot send anyone home?

Home your own tokens first. The opponent staying on the track is normal. The race is the win condition, not a wipe.

Is there a prize for landing on someone?

No. Landings are share-rule events. The pot is still the entries on the result strip.

Can I treat this like a capture-on room?

No. Capture-on rooms bounce tokens to the yard. This room will not. Hunting is wasted taps.

What is the easy mistake on a shared square?

Tapping an occupied cell expecting a bounce. Read whether this card stacks, skips to the next empty, or blocks the landing.

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