Ludo Power-ups: Freeze, Warp, Ghost, Mine and Lucky Dice
Updated
Ludo Zap plays by the classic Ludo rules and adds five power-ups that can flip a game in a single turn. Here's how power orbs work, exactly what each power does, and when to use it.
How power orbs work
- Four glowing orbs are always on the board, on ordinary squares of the main track, never on safe squares or in a home column. Each orb shows the icon of its power.
- End a move exactly on an orb to collect it. Passing over one doesn't count.
- You can hold two powers. If both slots are full, the orb stays where it is.
- When someone collects an orb, a new one appears on a random square.
- Use powers on your turn, before you roll: tap the power, then its target. Long-press a power to see what it does.
- Everyone can see the powers you hold (they show next to your name) and every mine on the board.
- Powers are never spent for you. If your turn timer runs out, the game only rolls and moves. Bots never use power-ups.
❄️ Freeze
What it does: pick a rival and their next turn is skipped. You can't freeze someone who is already frozen.
When to use it:
- A rival token sits 1 to 6 squares behind one of yours. Freezing them buys a turn to move out of reach or onto a safe square.
- A rival is close to winning. One lost turn can decide the game.
- In a two-player game, Freeze means you play two turns in a row.
Freeze only delays a threat, so pair it with a move that actually gets you safe.
🌀 Warp
What it does: one of your tokens on the main track jumps to the next safe square ahead, a ★ star or a start square. You still roll afterwards, so Warp is a free extra move.
Safe squares are alternately 8 and 5 squares apart, so a warp gains up to 8 squares. It doesn't work on tokens in the yard or home column, or once a token has reached the last star before its home column.
When to use it:
- Rescue a token under threat. It lands where it can't be captured.
- Get a head start. From your start square, Warp jumps a full 8 squares to the first star.
- Set up a capture. Warp first, then use your roll to hit a rival ahead.
👻 Ghost
What it does: one of your tokens on the main track becomes a ghost for 3 turns. Ghosts can't be captured, and they can stop on a rival's mine without setting it off; the mine stays armed for someone else. A ghost can still capture rivals. The count drops by one each time your turn comes round.
When to use it:
- Run the gauntlet. Walk a token past a crowd of rivals or through the squares in front of a rival's yard.
- Protect your best token. The one that has traveled furthest is the most painful to lose.
- Hunt without fear. Chase rival tokens closely, because they can't hit back.
💣 Mine
What it does: plants a mine under one of your tokens on the main track. The next rival token to stop on that square is blasted back to its yard, and the mine is used up.
- Passing over a mine is safe; only stopping on it counts.
- Your own tokens are never hurt by your mines, and ghosts don't set them off.
- Mines can't go on safe squares, and each one stays until a rival lands on it.
- Everyone can see mines, so rivals will try to avoid them.
When to use it:
- Against rivals with only one or two tokens out. They have few choices, so a mine in their path is hard to dodge.
- Just ahead of a rival's start square, where fresh tokens land often.
- As bait. If a rival captures your token while it stands on your mine, the mine still sends their token back too.
🎲 Lucky Dice
What it does: instead of rolling, choose your number from 1 to 6. It counts as your roll, so picking a 6 can bring a token out of the yard and still earns another roll.
When to use it:
- Capture a rival token exactly 1 to 6 squares ahead.
- Finish. Pick the exact number to bring a token home, which also earns another roll.
- Escape the yard. Pick a 6 when all your tokens are stuck in your yard.
- Collect an orb, stop on a safe square or step around a mine.
Choose a number one of your tokens can actually move. If none can, your turn passes.
Power-up combos
Freeze, Warp, Ghost and Mine work the moment you use them and you still roll afterwards, so you can play both of your powers in one turn:
- Warp + Lucky Dice: jump to a star, then choose the exact roll for a capture.
- Ghost + Mine: turn a token into a ghost, mine its square, then move another token. Rivals who land there are blasted back, while your ghost stays safe.
- Freeze + Lucky Dice: stop the rival who threatens you, then pick the roll that carries your token to safety.
Power-ups FAQ
How many power-ups can you hold?
Two. With both slots full you can't collect another orb until you use one.
Can you buy power-ups?
No. Power-ups are only collected on the board. The shop sells cosmetic skins that never affect the game.
Do bots use power-ups?
No. Bots fill empty seats and follow the same dice rules, but they never use powers.
Can a ghost token still capture?
Yes. Ghost only protects your token. It can still land on a rival token and send it back to its yard.
Try the power-ups yourself
Ludo Zap is free on Google Play. Practice against bots, then take the powers to a private room with friends.