What Clubs are, and exactly how club levels work
Ten voice seats, five roles, a points engine with per-activity daily caps, and a shared jar that pays out in proportion to what people actually gave. The full mechanics, with the real numbers.

Ludo is played out loud. In a house, in a hostel, in a group chat with too many voice notes: the board is an excuse for the conversation around it. A Club in Ludo Vest is that room: a place where people are talking, and matches happen because everyone is already there.
This post is the mechanics. Not the pitch, but the actual numbers, the caps, and what the level next to a club name means.
The room
A club has ten voice seats, and they belong to the managers: the Owner, Super Admins and Admins tap a free seat and sit. Everyone else (members and guests) sits by invitation, when a manager taps Invite to Mic on their card. A manager can lock an empty seat, and a locked seat is taken only by a manager or by someone a manager invited onto that very seat. You can mute yourself, and you can mute somebody else just for you; an Admin or above can mute a lower-ranked seat for the whole room. The server carries no audio. It owns the seat map, who has their mic on, who is speaking, and the clock.
Underneath the seats is chat, and it is deliberately not a messaging app. Club conversation keeps no history. You see what is said from the moment you walk in; leave and come back and you start a fresh session with nothing replayed. There is no unread count, no pagination and no history endpoint, because a club room is a place you visit, not a backlog you owe replies to.
Five roles, and what each can actually do
The ladder is Owner, Super Admin, Admin, Member, Guest. What makes it work is that moderation is rank-aware rather than a flat "is a manager" flag:
- A manager may kick or re-role only someone strictly below their own rank.
- Only the Owner and Super Admins change roles, and only to ranks strictly below their own. An Admin moderates (kick, ban, mute) but never re-ranks anyone; a Super Admin can make and unmake Admins.
- Guests rank below everyone, so a manager can kick or ban a guest as well as a member. A kick only puts someone out of the room; a ban removes them at once and hides the club from them.
- The Owner can never be removed, demoted or banned by anybody, and cannot leave either. A club is never deleted: it can only be transferred to a member, and the former owner stays on as a Super Admin (a Member if those seats are full).
Founding a club costs 99 Hearts. Every club is created public; its managers can switch it to private later in the club settings. Anyone may walk into a club as a guest and listen; membership costs 69 Hearts and makes you a Member at once, with no join request to approve. A private club is unlisted, but its seven-digit Club ID still finds it, and the switch goes both ways at any time. An account owns one club at a time (transfer it and you may found another), but you can be a Member, Admin or Super Admin of any number of other clubs, and walk into any club as a guest. The one you make your home club is the tag shown beside your name.
Capacity grows with the club: 128 members at level 1, rising to 512 at level 7 and above. Public clubs show up in the Explore tab, and Hot lists the 20 with the most people in the room right now.
The points engine
Everything countable a member does arrives as units of one of six types. Units accumulate per member per day (the day starts at midnight Pakistan time), points are paid only for each whole unit crossed, and each type has its own daily cap.
| Type | One unit is | Points per unit | Daily cap |
|---|---|---|---|
| Messages | 5 messages | 50 | 200 (20 messages) |
| Mic time | 300 seconds (5 min) | 100 | 600 (30 minutes) |
| Gifts | 1 Heart gifted | 1 | 2,000 + 500 per member level above 1 |
| Matches played | 1 match | 20 | 200 |
| Matches won | 1 match | 40 | 400 |
| Club matches | 1 club-hosted match finished | 30 | 300 |
The "whole unit" rule is worth internalising because it explains a lot of near-misses. Four messages earn nothing. The fifth earns 50. The ninth still earns 50; the tenth takes you to 100. On mic, 299 seconds earn nothing and the 300th earns 100. The caps stop the points at 20 messages and 30 minutes on mic a day. Those exact boundaries are asserted in tests, so they will not drift.
What does not count
A points system attached to chat is an invitation to spam, so the counting rules push back:
- Messages shorter than 2 characters are delivered but never counted.
- A message identical to your previous one within 20 seconds is delivered but not counted; an exact repeat within 3 seconds is dropped outright.
- Chat is rate-limited to 20 messages per 20 seconds.
- Mic credit is capped per heartbeat, so a client that goes silent for ten minutes and reappears cannot bank the silence, and credited mic time is capped at six hours a day.
- Every credit is idempotent by construction: the activity row is written before any counter moves, so a message resent after a reconnect earns nothing twice.
Member levels and club levels are different things
Two levels get confused constantly, so: your member level is personal progress inside the club, and the club's level is the club's.
Member level
Level N needs 1,700 × N^1.43 member points, with level 1 free. Level 5 lands at roughly 17,000 points. A higher member level raises exactly one thing: your daily gift cap. It also wears a badge beside your name in the club, in nine bands from Newcomer (levels 1 to 10) to Immortal (101 and up). It does not raise your point rates, and it does not affect anything on the board.
Club level
The club level climbs by jars collected, not by points. Going from level N to N+1 takes 3 + N full jars (four for level 1 to 2, nineteen for 16 to 17), and the level is derived from the jar count rather than incremented, which means a replayed collect can never double-level a club. Activity points still decide the weekly star tier. Club levels unlock capacity, seats, badges and cosmetics.
Star tiers reset every week
Lifetime points give a club its level. Weekly points give it a star tier, which resets at Monday 00:00 UTC. The tier shown live is the highest threshold reached this week; when the week closes, the finished tier is frozen so it can still be displayed.
| Tier | Weekly points needed |
|---|---|
| One star | 50,000 |
| Two stars | 120,000 |
| Three stars | 250,000 |
| Four stars | 400,000 |
| Five stars | 650,000 |
Nothing has to run at midnight for this to be correct. A member's daily block carries the day it belongs to, so yesterday's row simply reads as zero rather than being wiped by a job that might not fire.
The gift jar
Gifts are bought with Hearts and sent in quantities of 1, 7, 17, 77 or 777. There are 48 of them in seven categories (Classic, Royal, Creatures, Vehicles, Magical, Seasonal and Love), from Tea at 10 Hearts to Eternal Love at 100,000. Price sets the spectacle, in six bands: Spark (10 to 99) pops from seat to seat, Glow (100 to 299) bursts around the receiver, Radiant (300 to 999) takes centre stage, Epic (1,000 to 4,999) runs full width with a banner, Legendary (5,000 to 24,999) fills the screen, and Mythic (25,000 or more) takes it over for four seconds and leaves a gold ring on the receiver's seat for a minute. Every show is silent, so a gift never talks over the mic. The receiver is credited 35% of the price as Hearts. Inside a club, a gift goes only to someone in the room: on a mic seat, at your table or simply present.
Every Heart gifted inside a club also drops one point into the club's single open jar. The target is 150 points at level 1 and grows by 50 per level to a cap of 2,000, and a jar lives for 72 hours. Fill it in time and an Owner or Super Admin can collect; let it expire and it pays nothing and a fresh one opens.
A full jar pays 10% of its points as Hearts (15 for a level-1 jar of 150, 200 for a 2,000-point jar), and here is the part that matters: it is split in proportion to contribution, among contributors who gave at least 10 Hearts. Without that floor, a one-Heart gift would collect a share of everybody else's spending. Shares are rounded down and the leftover Hearts are reported as a remainder rather than handed to whoever tapped first.
Club points are also player XP
Every club point converts to player XP at a rate of 0.1, credited through the same ledger as match XP. Time spent in the room is not time taken away from levelling, which is the whole reason the club is worth being in when nobody happens to be playing a match.
And, as everywhere else: none of this touches the dice. Club level, member level, star tier and jar share are inputs to rewards and recognition. The generator's only inputs are the match seed and the roll index. The Clubs page has the short version, and playing Ludo online with friends covers private rooms and voice at the table.
Questions people ask
- How do I join a Ludo Vest club?
- Walk into any club as a guest to watch and listen. Membership costs 69 Hearts and makes you a Member at once, with no join request to approve, and you can hold a rank in any number of clubs.
- How do I get on the mic in a club?
- Owners, Super Admins and Admins take a free seat themselves. Members and guests sit when a manager taps Invite to Mic on their card. There are ten seats, fifteen from club level 20.
- How does a club level up?
- By collecting full gift jars. Every Heart gifted in the club adds a point to the jar; going from level N to N+1 takes 3 + N collected jars, and a jar that is not filled within 72 hours expires.
- How much does it cost to create a club?
- 99 Hearts, and the club is created public (managers can make it private later in the club settings). An account owns one club at a time, a club is never deleted, and ownership can be transferred to a member, after which the former owner may found another.
- Is club chat saved?
- No. Club conversation keeps no history: you see what is said from the moment you walk in and nothing is replayed. Direct messages between friends are the one place history is kept.
Check it yourself
Free to play, no account needed, and every match verifiable after it ends.


