DADU (Parchi)

A fast-paced traditional dice game where luck meets quick decisions and every roll can change the game.

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.