Ludo game FAQ and support Questions, answered
The things people ask most, and the address that reaches a person if your question is not here.
How do I get help with Ludo Vest?
Most questions (rules, fair dice, Hearts and Gold, clubs, offline play, safety and account deletion) are answered below. For anything else, email support@ludovest.online and a person on the Ludo Vest team will reply; include your seven-digit player ID if your question is about your account.
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Ludo Vest is a free online Ludo game for Android, made by Orvexaco. Every match commits to its dice before the first roll and reveals the seed at the end, so anyone can check the rolls were not changed. It has five variations (Classic, Master, Blitz, Arrow and Team Up) on tables of 2, 4, 6 or 8, private rooms, offline play, voice chat at the table, and clubs with ten live mic seats.
Yes. It is free to download and free to play, with no forced ads: optional reward videos are coming soon. Purchases are optional: Hearts packs start at $0.49 and Gold and Gems packs at $0.99, and nothing you can buy changes the dice. Free Gold comes from a daily login reward for every day of the week and three daily missions, and club tables cost no Gold at all.
Not yet. There are no banner ads, no pop-ups and no ads during a match. The Watch button on Home reads Coming soon: when optional reward videos open, you will choose to watch a short one for a reward. The videos will come from Google AdMob, and the server will pay a reward only after AdMob confirms the video was watched. Watching will never change the dice, and neither does anything you buy.
No. Guest accounts are keyed to your device, so the same handset always restores the same player, progress and all. Linking Google upgrades that account in place rather than starting a new one, and it is what carries it to a second phone. Facebook sign-in is coming soon.
On Google Play for Android, under the package com.ludovest.app. The Google Play button on this site goes straight to the listing. iOS follows; its button stays greyed out until the App Store listing is genuinely live.
Yes, once the app has been opened online. Offline mode then runs on one phone with no connection: pick Classic, Arrow, Blitz or Master, two or four seats (or four in pairs with Team Up), and name each seat to pass the phone around. It runs the same rules as the server.
Open a private room from Home: pick Classic, Arrow, Blitz or Master and a table of 2, 3, 4, 6 or 8 players (or Team Up, which pairs four players in any of those variations), then tap Host Match. Share the code or invite friends straight from your friend list; Start Match appears for you once someone has joined. A private room ends the moment anybody leaves. To add someone you met at a table, tap their face during the match and choose Add as Friend.
Leagues open at level 4 with one win, and every public matchmade game scores, casual or ranked. Private rooms and club tables never count. 1st place earns 20 points at a 2 seat table, 30 at 4, 40 at 6 and 50 at 8; 2nd earns 4, 12, 20 and 25; everyone else earns 4. Your first points of the week put you in a group of 200 in your league, from Bronze up to Titan. Every Monday the top 20% of the group move up and collect Gold (300 in Bronze up to 3,000 in Titan) and the bottom 20% move down; Bronze never demotes, and Titan's top 20% earn a weekly Titan badge. Reaching Diamond for the first time grants a Crown token, and reaching Titan a Champion frame.
Your player level wears a medal beside your name at the table and on your profile, in nine bands: Rookie, Ludo Ace, Superstar, Professional, Wizard, Emperor, Legend, Laureate and Supernova (level 101 and up). Inside a club your member level has its own badge, from Newcomer to Immortal. Badges are for display and never reach matchmaking, the dice or a payout.
Yes, deliberately. Names are labels, not identities: two to twenty characters in any script, and they do not have to be unique. Your seven-digit player ID is shown beside your name and is what friend requests, invites and reports resolve against.
Each player has four tokens in a base. Roll a 6 to bring a token onto the track, move it clockwise by the number rolled, and land on an opponent's token to send it back to base. After 51 squares a token turns into its six-square home column and needs an exact roll to finish. A six, a capture or a token reaching home earns another roll, and the first player with all four tokens home wins.
The third six is void and your turn ends. The moves you already made with the first two sixes stand. This is the anti-stalling rule, and it applies in every Ludo Vest variation.
Eight: the four start squares and the four starred squares, at ring positions 0, 8, 13, 21, 26, 34, 39 and 47. No capture ever happens on one, in every variation. In Arrow and Blitz the arrows sit on other squares, and those are not safe.
Yes. A token enters home only with the exact number. A roll that would overshoot is not a legal move for that token, so the game simply does not offer it.
Every variation plays the Double Piece: two or more of your tokens on one square block opponents, move together on a 2, 4 or 6 by half the roll, and can only be captured by an opponent's Double Piece landing exactly on them. Classic is the original rules with 15-second turns, and Master plays the same rules as Classic. Arrow adds corner arrows and a home arrow per colour: end a move on one and your token flies forward and you roll again. Blitz plays on the same arrow board, starts one token out, needs one capture before home opens, and the first token home wins.
Yes. Up to eight can sit at one Ludo table, in Classic, Blitz, Arrow and Master, in quick play, private rooms and club tables. At 6 and 8 players, your first token home finishes you, and the game ends when 2 players have finished: 1st takes 70% of the pot and 2nd takes 30%. Everyone else is ranked by tokens home, then by how far their tokens got. Club tables are free, with no Gold in or out. Team Up stays at four players.
Team Up is 2-versus-2 Ludo: four seats, and you are partnered with the player sitting opposite. It pairs with Classic, Master, Blitz or Arrow, teammates never capture each other, and a partner whose tokens are all home rolls for the other. All eight tokens of a pair home wins, and the pair split the prize.
Every match publishes a SHA-256 commitment to its dice seed before the first roll, and reveals the seed when the match ends. Recompute the sequence and compare. The Fair Play page walks through it step by step.
Yes. A finished match returns its seed, its full roll list and its event log through the match endpoint, and there is a public verification endpoint that takes a seed, a commitment, a match id and a roll list and tells you whether they agree.
Gold is the table stake and comes mostly from playing. Gems buy an undo: a fresh roll of the dice you just threw. Hearts are the club currency: gifts, club membership, and the undo inside a club match. Winning a club-hosted table pays 2 Hearts; a match won from Home (public, ranked or a private room) pays Gold and XP, never Hearts. Hearts packs run from 500 for $0.49 to 150,000 for $99.99, and Hearts are bought from the Club section, not the shop. The Shop sells Gold packs from 13,000 for $0.99 and Gems packs from 390 for $0.99. Prices are quoted here in US dollars; the app shows every price in your local currency.
Eleven stakes: 100, 500, 1K, 5K, 25K, 50K, 100K, 250K, 1M, 5M and 10M Gold. The bigger the table, the more XP a match pays: x1 at 100 Gold rising to x10 at 10M. The first four are open from the start; the tables from 25K up unlock by level, at levels 5, 8, 10, 15, 20, 30 and 40. There is no rake: the whole pot goes back to the players, and club tables cost no Gold at all.
Ten dice. Plum Vest, Thunder Steel and Ice Shard are free from level 1, and the other seven unlock with Hearts only, from 999 for Crimson Fury to 9,999 for Royal Gold. A dice skin is cosmetic: it changes how the die looks, never what it rolls.
No. The dice generator has exactly two inputs (the match seed and the roll index), so no purchase, level or prestige tier can change a roll. Cosmetics are visual only, and an undo re-draws the next value from a sequence that was fixed before the match began, so it buys a different move, never a better die.
No. Gold, Gems, Hearts and cosmetics are virtual items with no cash value: they cannot be exchanged for money or transferred out of the game. Match stakes are paid in Gold, which you earn by playing, and club tables are free.
A daily login reward paying Gold and Hearts, and three daily missions. The login rewards follow the calendar week, the same for everyone: Monday is Day 1 and Sunday is Day 7. Each day's reward can be collected only on that day, a missed day is lost (the other days still pay), and the week starts over every Monday. The day starts at midnight Pakistan time. The missions are play 3 matches, win 1, and send a gift. Club tables cost no Gold, so running out of Gold never means you have to spend money to keep playing.
Purchases are billed by the store you installed from, so refunds go through its flow. A refunded purchase is taken back from your account: the Gold, Gems or Hearts it credited, as far as your balance still holds them, and for a Hearts pack its Crown Points too, so your Vest & Crown tier can drop straight away. If you get stuck, write to support and we will help you chase it.
You pay the catalogue price; the receiver is credited 35% of it as Hearts, and every Heart also drops a point into the club jar. Group gifts (everyone in the room, or everyone on mic) charge once per recipient and pay each of them the same share. Inside a club, a gift only goes to someone who is in the room.
A prestige ladder earned only by buying Hearts: every Hearts pack carries a round number of Crown Points, from 50 for the $0.49 Starter to 10,000 for the $99.99 Legend, and the nine tiers run from Vest I at 10,000 Crown Points in a cycle to Crown VI at 1,000,000. It unlocks frames and wings, titles, entrance effects, auras, a profile theme and one exclusive sticker per tier, and it is never read by matchmaking, the dice or a leaderboard. Tiers run on a global 30-day cycle that every player shares: your tier is decided by the Crown Points you earn inside the current cycle, not by your lifetime total, and it lasts until that cycle ends. When a new cycle starts, everyone's count starts again from zero and the perks switch off until the new cycle's points reach a threshold. Your all-time total and tier history are kept as a record.
Walk into any club as a guest: you can watch the room and listen to the mic, but chat is for members. Membership costs 69 Hearts and makes you a Member at once (there are no join requests to wait on), and you can be a Member, Admin or Super Admin of as many clubs as you like. The one you make your home club sets the club tag beside your name. A private club is unlisted but open to anyone with its seven-digit Club ID, and its managers can switch it between public and private at any time. Creating your own costs 99 Hearts and every new club starts public (switch it to private later in the club settings), and an account owns one club at a time. A club is never deleted and its owner cannot leave it: ownership can only be transferred to a member. After a transfer the former owner stays in the club as a Super Admin (a Member if those seats are full) and may create a new club.
The mic seats belong to the managers (Owner, Super Admins and Admins), who tap a free seat and sit straight down. Everyone else, members and guests alike, sits by invitation: a manager taps Invite to Mic on your member card and you take the seat from the invite. Managers can lock and unlock empty seats and may sit on a locked one. Ten seats per club, fifteen from club level 20; managers can mute a lower-ranked seat for the room.
Club-hosted games that are not Ludo. Jackaroo seats 2, 4, 6 or 8; Dominos is two players, one deal, one game. The Owner, a Super Admin or an Admin hosts and invites players from the room (members or guests), and only invited players take a seat; any member can watch as a spectator. The deck or tile order is committed the same way the dice are, and revealed when the table ends.
Yes. When you play at your club's table while holding a club mic seat, the club mic and the game mic are one: mute or switch the speaker in either and it changes in both. Club tables are invite-only: the Owner, Super Admins and Admins invite members or guests who are in the club room at that moment.
Hot is a tab in the club directory that lists the 20 public clubs with the most people in the room right now. It is a live ranking, so it moves through the day, and anyone can walk into a public club as a guest.
Nowhere. That is the design. A club room is a live conversation you walk into, so you see what is said from the moment you enter and nothing is replayed later. Direct messages between friends are the one place history is kept.
Ludo Vest is not directed at children under 13. If you believe a child has created an account, contact support and we will remove it.
No. Voice is relayed live through a voice server we run ourselves, never through a third-party service, and it is not recorded. Club text chat is not stored either: for abuse handling we keep only a 24-hour trail of the sender, kind and a hash of each message, not the text.
Muting a player in a match is instant and affects only you. Blocking hides them from you, and a player blocked by five different people in one day has their chat suspended until the end of that day, never their play. Report opens a review by a person, with the match context attached, and you get an acknowledgement rather than silence.
Email support@ludovest.online from the address linked to the account (or, as a guest, include your seven-digit player ID) with "Delete my account" in the subject. We act within 30 days and confirm by email. Finished match records stay, detached from your name, because they are the fairness proofs; the Delete your account page lists exactly what goes and what is kept.
Not immediately. Your seat is held for 60 seconds (ten at a club table) and reconnecting restores the exact board. After that you have left the match, exactly as if you had tapped Exit: your pieces come off the board, your turns are skipped and your stake stays in the pot. There is no cooldown afterwards: you can start another match straight away. At a two-player table that ends the match, and a private room ends when anyone leaves. At a club table with three or four people your seat plays on automatically until you come back. If everyone disconnects before a single roll, every stake that was charged is refunded.
You sat idle for 15 seconds (one full turn clock), so your seat switched to auto play. Each later turn waits 5 seconds, rolls, and moves 1 to 1.5 seconds after the roll, until you tap AUTO on your seat to take it back. It never switches itself off, and every other player can see you are on auto.
Still stuck
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The team is small enough that a bug report reaches the person who wrote the bug.
Player support
Bugs, account trouble, a purchase that did not land, or a match that looked wrong.
support@ludovest.online
