Enter on a six
A pawn in Base needs a six to enter its Starting Point. Pawns already in play move clockwise by the complete die value.
Official UKLL rulebook
Whether you are sitting down at a UKLL event or playing through the app, the goal is the same: race all four pawns from Base to Home. Learn the shared rules first, then check the competitive format.
Rules reconciled 6 August 2026
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A pawn in Base needs a six to enter its Starting Point. Pawns already in play move clockwise by the complete die value.
Rolling a six always grants another roll, even when none of your pawns can use that six.
If no pawn can use a non-six roll, your turn ends without a move.
The third six is void and ends your turn. Capturing a pawn or reaching Home resets the count.
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Land on one exposed opposing pawn to return it to Base and earn another roll.
Stars and every Starting Point are always safe. They remain shareable and may hold mixed colours without a capture.
Two or more same-colour pawns on an ordinary shared-path space form a stack that opponents cannot capture or land on.
Stack protection ends when only one pawn remains, unless that pawn is standing on a Safe Zone.
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Organised UKLL matches use these conditions at in-person events, and the app mirrors them in Ranked and local Competitive play. The movement, capture, safety and finishing rules above stay the same.
Two players compete. Both roll; the highest roll starts and chooses a colour, then the opponent takes the diagonally opposite colour.
Each player begins with one pawn on their Starting Point and three pawns in Base.
Each player has a cumulative match clock. Running out of time loses the match.
If none of your pawns can legally use a roll of one, you may release one pawn from Base. If a normal move is available, this rescue is not allowed.
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Select a term to highlight where it appears on the board.

Board term
The coloured area where your pawns wait before entering the shared path.