Board
Ludo extra turn on 6
Ludo extra turn on 6 is the First Games room where a six is not only a walk of six cells: after you move, you roll again. Streaks of sixes keep the die in your hand until the card’s cap, and a third six may burn instead of walking. This page is that trigger. It is not a room that gives you one roll then passes no matter what the die shows.
What this play is
This play is Ludo plus a dice trigger. First Games still uses yards, tracks, and home. The extra is that a six extends your turn. You move six (or exit, if six is the start number), then the die is yours again. It is not Arrow Ludo, where the board slides you. It is not powered-token Ludo, where you tap a special. It is not a one-roll-then-pass table, including many classic seats that only use six to exit. If the die leaves your hand after every six, you opened the wrong card.
What the table shows
The board is the ordinary cross. The room card prints entry, seats, turn clock, capture on or off, and the six rule: extra roll, streak cap, and whether the last six of the cap burns. Read the burn line. That is the unique law of this table. Two seats or four seats both exist; the six rule is the play, not the seat count. First Games puts the live fee on the card.
How you win this round
Home every token of your colour first. Extra rolls are a means. They are not a second win condition. A burned six does not home a token by itself. You still need legal landings, including exact home if printed. The app pays the first finished colour. Extra sixes that you wasted on a token already well placed do not add rupees.
How a round starts
Yards fill. First player rolls. If that roll is a six, they exit or walk, then roll again before anyone else. A match can open with two exits from one seat if two sixes arrive before the cap. The opponent sits through that streak. That is legal and intended. If the very first three rolls are sixes and the card burns the third, those tokens may not walk that third six, and the turn then passes. Opening is swingy because the trigger is on from throw one.
Legal moves — and one that is not
A legal six is moved, then another roll is taken, up to the cap. Using the extra roll on a different token is legal. Using it to exit a second token is legal. Capturing on a six, if captures are on, is legal, and the extra roll still follows if the card stacks those rewards. Passing after a non-six that cannot be moved is legal. Stopping a streak early is not a button; you roll until you miss a six or you hit the cap.
It is not legal to skip moving the six and still take the extra roll. The walk comes first. It is not legal to keep the die after a third six when the card says that six burns and the turn ends. It is not legal to treat a five as a six because you were on a streak. It is not legal to roll the extra before moving the current six. Playing one-roll-then-pass on this card, and handing the die over after a six, is you folding a legal extra, which the app will not even allow; it will put the die back in your hand.
How this round ends
The round ends on the last home token, which may land during an extra roll. If a six homes the last token, the extra roll is moot because the board has already locked. If a third six would have burned, but the second six already homed the last token, the burn never happens. Finish is home, not the end of a streak.
How the money is counted
Pot from entries minus printed charge. Example only: ₹22 sit, two seats, strip pays ₹40 after the printed charge. Extra sixes do not multiply the pot. A burned six does not charge you a second entry. Wallet follows the strip. Do not copy a carnival rule that pays a bonus for triple six; First Games will print that bonus if it exists, and most rooms will not.
If you leave early or miss the tap
Leave Seat loses, including in the middle of a streak; you do not keep a saved six. Clock skip during a streak auto-moves the current six then either continues or burns as the card would have. Missing the tap on a six is how you get a terrible auto-move and still keep rolling. Disconnect mid-streak lets the app finish the forced sequence. No rummy drop. The penalty is the race, plus any burned streak the card already wrote.
Buttons on this screen
- Roll — Throws again after every moved six until the cap or a non-six.
- Streak banner — Shows how many sixes you have already walked this turn.
- Token — Spend each six before the next throw. The extra roll will not fire if this walk is still pending.
- Burn notice — Appears if this room voids the last six of the cap and ends your turn.
- Leave Seat — Abandons the streak and the race.
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 extra-turn-on-6 room and read the six-streak cap on that card.
Do not mix this up with one roll then pass
One roll then pass, the seating many classic rooms use except for exiting on six, hands the die over after a single throw even when that throw was a six used only as a walk. This room keeps the die after a six. Arrow Ludo also extends a turn, but by sliding, not by rolling again. If you wanted a strict pass, sit the hub card that does not print extra-on-six. If you sat this trigger, a six is not the end of your turn.
One round, start to finish
Two seats, extra on six, cap three, third six burns, captures on, ₹22. You roll six, exit token A, roll six, exit token B, roll six, the burn notice shows, neither token walks that third six, turn ends. Opponent rolls a two. You then roll five, walk A, pass. Later you roll six, capture an opponent token, extra roll is a four that homes nothing yet. You home all four without another triple six. The opponent had a two-six streak that exited their last yard tokens. The strip pays. The burn on the opening triple six was the unique event; it did not pay anyone extra.
How many sixes in a row until you stop
You stop when you roll a number that is not six, or when you hit the streak cap the room card prints. First Games extra-turn rooms commonly cap at three sixes in one turn. After two moved sixes, the third throw is still yours. If that third throw is not a six, you move it and pass. If that third throw is a six, you then follow the burn line. Some rooms let you move the third six and then pass without a fourth throw. Some rooms burn. This page treats the cap as a printed number, not as folklore that every Ludo burns on three. Count the streak banner. Do not invent a fourth throw because a street game once allowed it. Do not stop after one six because classic one-roll-then-pass trained you to. The stop is miss-or-cap, and the cap is on the card. Seats and track length do not change the count.
Does a third six burn
Often yes on this First Games tile, and only if the card says the last six of the cap is void. Burn means that six does not walk, no token exits, no capture fires from that throw, and the turn ends. The previous sixes in the streak already walked; they are not undone. Burn is not a fine taken from the wallet. Burn is a wasted throw plus a pass. If the card instead says move the third six then pass, there is no burn, only a cap. People argue this from childhood house rules. The app will not hear the argument. Read the burn notice the first time it appears, then play that law. A burned six that would have homed a token is a real loss of position, which is why this unique rule matters more than the art of the die. If you wanted every six to be friendly, sit a room that extra-rolls without burn, or sit one-roll-then-pass and accept fewer throws. If you sat this card, a third six can be a trap.
What wins an extra-turn-on-6 race?
Homing every token of your colour first. Extra rolls only help you walk. They are not a separate prize.
Does a streak pay more?
No, unless the card prints a bounty. The pot is still entries minus the printed charge on the result strip.
Is this the same as one roll then pass?
No. After a six you roll again, up to the cap. One-roll-then-pass hands the die over even on a six used as a walk.
What is the easy mistake on a third six?
Assuming it always walks. If this card burns the last six of the cap, that throw is void and your turn ends.
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