A fast-paced traditional dice game where luck meets quick decisions and every roll can change the game.
DADU (Parchi)
Game Overview
Dadu is a strategic team-based board game played on a single continuous path.The goal is to move your team’s tokens safely across the board and exit them from play before the opposing team.
- Played between two teams
- Each team may have one or more players
- Teams take turns alternately
Board Setup (PARCHI Edition)
- Flip the board sections to the Dadu side.
- Connect all 6 numbered sections (1 → 6) in order.
- Align them in one straight line to form the full Dadu path.
- Each team chooses one side of the board:Red TeamPurple Team
- All tokens start in their team’s Home (Center Area).
Teams & Tokens
- Each team has:1 King TokenMultiple Regular Tokens
- All tokens belong to the team, not to individual players.
- Team members cooperate and decide moves together.
Uneven Teams Rule
If one team has fewer players, one player from that team may:
- Roll the dice twice during the team’s turn(to balance gameplay)
Objective
A team wins when all of its tokens:
- Travel from their Home
- Across the full board path
- And exit the board using exact dice rolls
Starting the Game
- Turns move clockwise,
- All players of one team take their turns first, one by one.After the entire team has played, the turn passes to the opposing team, which plays in the same order.
- A player may begin participating only after rolling a 1.
- Until a player rolls a 1:They may roll during their team’s turnBut cannot move any token
- Once a player rolls a 1:Their dice rolls now count toward team movement
Dice Rules & Extra Turns
- Roll 1
Mandatory use: bring one token out of Home to the start (if any). Grants one extra roll too - Roll 5
Play 5 & Grants one extra roll - Roll 6
Player loses the turn (Skip) No movement allowed.
Using Multiple Rolls
When a player earns extra rolls:
- Dice values may be:Used one by one, orCombined as a sequence of moves
- Moves must follow the exact set of dice values rolled
- Dice values cannot be merged into a single total
- All possible rolls must be used if legal
Safe Houses (⭐ Star Squares)
- Located at the corners of each segment
- Marked with stars
- Rules:Only one team may occupy a Safe House at a timeOpponent tokens cannot enter an occupied Safe HouseTokens in Safe Houses cannot be captured
Safe Houses are strategic control points, not shared zones.
Capturing Tokens
- If a token lands on a square occupied by an opponent’s token:The opponent’s token is capturedIt returns to Home
- Capturing a token grants:One extra dice roll
Mandatory Capture Rule (Optional but Recommended)
If a player misses a possible capture:
- And the opponent notices it immediately,
- The opponent may cancel the last move
(This rule prevents careless or intentional skipping.)
King Token Rules (Critical)
- Each team has one King token
- If the King token is captured:All team tokens currently on the board(including Safe Houses)return to HomeTokens already exited from the board remain safe
- After a King is captured:The team must capture an opponent’s token againBefore entering the opponent’s side or Safe Houses
The King must be moved with extreme care.
Entering the Opponent’s Side
- Tokens cannot cross into the opponent’s final Safe House or path:Until at least one opponent token has been captured
- This rule resets if:The team’s King is captured
Exiting the Board (Finish)
- Tokens must travel:From their HomeTo the opponent’s sidePast the last Safe House
- To exit a token:An exact dice roll is required
- If a token lands on the opponent’s entry point:It is moved to the central empty areaFrom there, it may exit only with a roll of 1
- A roll of 1 cannot be used to exit a tokenif other tokens still remain in Home
Winning the Game
- The first team to exit all of its tokens wins.