Ludo clubs with voice chat A room, not a feed
Ludo is played out loud. A club is ten mic seats, a proper role ladder, gifts with real weight, a shared jar the whole room fills together, and tables for Jackaroo and Dominos between matches: a place you walk into, not a backlog you owe replies to.

What is a club in Ludo Vest?
A Ludo Vest club is a live room with ten voice seats, run by an Owner, Super Admins and Admins, where members chat, send gifts and play Ludo, Jackaroo and Dominos together at free tables. Anyone can walk in as a guest and listen; membership costs 69 Hearts and is instant. Gifts pay the receiver 35% of their price and fill a shared jar that levels the club.
Read next:The complete clubs guidePlay Ludo online with friends
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- Admin
- Member
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- Member
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Jackaroo 2, 4, 6 or 8 seats
A loop of 76 holes (114 at 6 seats, 152 at 8) with a hand of cards deciding each move. From four seats up, opposite seats are partners and play in pairs.
Jackaroo rulesDominos 2 seats
Head to head on the tiles, one deal and one game. The boneyard order is committed before the first draw and revealed when the table ends.
Dominos rulesSpectators Any member
Watch a live table from the gallery, chat with the seats, and see every hand as a count rather than a card.
Ten mic seats
Ten from day one, fifteen once the club reaches level 20, and none of them level-locked. Admins and above tap a free seat to sit and invite everyone else; managers can lock one. Twelve reactions float over a seat, and Admins can mute a lower rank for the room.
48 gifts, seven categories
Classic, Royal, Creatures, Vehicles, Magical, Seasonal and Love. Combos stack inside eight seconds; group gifts reach everyone in the room or everyone on mic, and a club gift only goes to someone in the room.
The jar is the level
A full jar is one jar collected, and jars are what raise the club level: four for level 2, one more each level after. Level unlocks capacity, seats and cosmetics.
Top Gifters
Daily and weekly boards, top ten per club, with a badge on your seat, your chat lines and your member row for as long as the period lasts.
Jackaroo and Dominos
Jackaroo for 2, 4, 6 or 8, Dominos for two, hosted by a manager. Seats are by invitation (members or guests in the room), and any member can watch; the host can mute the gallery.
Membership for 69 Hearts
Anyone can walk in as a guest and listen. 69 Hearts makes you a Member at once, in a private club or a public one (no request, no approval), and being in other clubs never stands in the way. Capacity still applies, and a player the club has banned cannot see it at all.
How gifting works
Send it, and everyone wins something
Gifts are the club economy. The sender gets the show, the receiver keeps a real share, the jar fills for the whole room, and the leaderboard remembers.
- 01
Pick a gift
48 gifts in seven categories, from Tea at 10 Hearts to Eternal Love at 100,000. Send 1, 7, 17, 77 or 777 at once.
- 02
Price sets the show
Six price bands, from Spark to Mythic: a quick pop from seat to seat at the low end, a four-second full-screen show at the top. Shows are silent, so they never talk over the mic.
- 03
The receiver keeps 35%
A 1,000-Heart gift costs 1,000 and pays the receiver 350 Hearts. Group gifts pay every recipient the same share.
- 04
The jar fills
Every Heart drops a point into the club jar. Fill it inside 72 hours and leadership collects 10%, split by contribution.
- 05
Top Gifters wear it
Daily and weekly top-ten boards per club. The badge sits on your seat and your chat lines until the period ends.
- Spark10-99 HeartsA quick pop from seat to seat
- Glow100-299 HeartsA burst around the receiver
- Radiant300-999 HeartsCentre stage, with a ribbon naming both
- Epic1,000-4,999 HeartsFull-width show and a banner
- Legendary5,000-24,999 HeartsFull-screen show and a gold marquee
- Mythic25,000+ HeartsFour-second takeover; a gold ring on their seat for 60 s
Combos stack when the same gift goes to the same person inside eight seconds.
- Classic
- Royal
- Creatures
- Vehicles
- Magical
- Seasonal
- Love
Seven categories, 48 gifts, Hearts only. Group gifts to everyone in the club or everyone on mic charge once per recipient and pay each of them their 35%.
What a club is
Six things that make it work
Ten live mic seats
Every seat is open from day one (none are level-locked), and a club that reaches level 20 gains five more, for fifteen. Owner, Super Admins and Admins tap a free seat to take the mic; members and guests sit when a manager invites them. Managers can lock and unlock empty seats and still sit on a locked one. Float one of twelve reactions over your seat, mute yourself, or mute someone just for you.
Five roles, in order
Owner, Super Admin, Admin, Member, Guest. A manager may only kick or re-role someone strictly below them, and only hand out roles below their own; guests rank below everyone. A ban removes the player at once and hides the club from them. The owner can never be removed or demoted, and a club is never deleted. It can only be transferred.
Gifts with real weight
48 gifts in seven categories, from Tea at 10 Hearts to Eternal Love at 100,000, sent in quantities of 1, 7, 17, 77 or 777. Price sets the spectacle across six bands, from Spark to Mythic, and every show is silent; the receiver keeps 35%, and repeats inside eight seconds stack into a combo.
Club levels and star tiers
The level climbs by jars collected: four jars from level 1 to 2, one more each level after. Messages, mic time, gifts, matches and wins earn weekly points that set a star tier from 50,000 up to 650,000. Each member's level wears a badge, from Newcomer to Immortal.
Every club has an ID
A seven-digit club ID, like every player has a seven-digit player ID. That is what an invite, a search or a report resolves against, never a display name. Public clubs show in Explore, and the Hot tab ranks the 20 with the most people in the room right now. A private club is unlisted, but its ID still finds it.
The gift jar
Every Heart gifted inside a club adds a point to one shared jar. The target is 150 at level 1 and grows 50 per level to a cap of 2,000; fill it within 72 hours and leadership collects 10% as Hearts, split in proportion to what each person gave.

Chat, deliberately
Club chat keeps no history
You see what is said from the moment you enter. Leave and come back and you start fresh: no unread count, no pagination, nothing replayed.
Nothing is written to the database per club message. For abuse handling we keep a short-lived moderation trail (sender, kind and a hash of the text, never the text itself) for 24 hours, and that is all. Direct messages between friends are the one place message history is stored.
Spam earns nothing: messages under two characters and repeats of your own last message are delivered but never counted, and chat is limited to twenty messages per twenty seconds.
Star tiers
Where the weekly points come from
Six activity types, each paid per whole unit crossed and each capped daily. Four messages earn nothing; the fifth earns fifty. Weekly points set the club's star tier; jars set its level.
| Activity | One unit is | Points | Daily cap |
|---|---|---|---|
| Club messages | 5 messages | 50 | 200 (20 messages) |
| Time on mic | 5 minutes | 100 | 600 (30 minutes) |
| Gifts sent | 1 Heart | 1 | 2,000 (+500 per member level) |
| Matches played | 1 match | 20 | 200 |
| Matches won | 1 match | 40 | 400 |
| Club matches finished | 1 club-hosted match | 30 | 300 |
Club level
Collecting a full jar is one jar collected, and jars are what raise the level: four from level 1 to 2, one more each level after. It is derived from the jar count, so a replayed collect can never double-level a club. Levels raise the member cap (128 at level 1, 512 at level 7 and above) and unlock seats and cosmetics.
Member level
Your own level inside the club needs 1,700 × N^1.43 points, so level 5 is roughly 17,000. It raises exactly one thing, your daily gift cap, and wears a badge from Newcomer to Immortal. It changes no point rates and nothing on the board.
Moderation
Five roles, in order
Moderation is rank-aware rather than a flat manager flag: you may only act on someone strictly below you, and only hand out roles below your own.
- 1
Owner
Everything, including transferring the club to a member. Cannot be removed, demoted or banned, and cannot leave: a club is never deleted, only handed over. After a transfer the former owner stays as a Super Admin and may found a new club.
- 2
Super Admin
Makes and unmakes Admins, and kicks, bans or mutes Admins, Members and guests. Collects the gift jar, with the Owner.
- 3
Admin
Kicks, bans or mutes Members and guests, but never changes anyone's role. Like the ranks above: takes a free mic seat, invites others to the mic, hosts tables and invites players to them, locks and unlocks mic seats, and edits the club name, announcement and privacy (public or private, either way).
- 4
Member
Joined for 69 Hearts. Chats, takes a mic seat when a manager invites them, sends gifts, plays at a table when invited, watches as a spectator and earns club points.
- 5
Guest
Anyone who walks in. Watches the room and listens to the mic, but cannot chat until they take membership. A manager can still invite a guest to a mic seat or a table, and can kick or ban one.
Founding a club costs 99 Hearts, and every club is created public; privacy is switched later in the club settings. An account owns one club at a time; to found another, transfer the one you own. Anyone may walk into any club as a guest; membership is 69 Hearts and makes you a Member at once (there are no join requests), and you can hold a rank in any number of clubs. The one you make your home club sets the tag beside your name.
