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Board Game · Race Game

Play Snakes and Ladders Online — Free, 2-4 Players

A hundred squares, nine ladders, ten snakes. The traditional game has no decisions at all, which is why we could solve it exactly — so the board here gives you three pieces and a choice every turn.

A hundred squares, nine ladders, ten snakes, and not a single decision from beginning to end. You roll, you move, and where you land is entirely the die's business.

That is usually said as a complaint. It is actually what makes this game interesting to write about — because a game with no choices is a Markov chain, and a Markov chain does not have to be played to be understood. It can be solved. Everything below is calculated, not sampled.

How to play Snakes and Ladders

Roll one die, move that many squares along the boustrophedon track — 1 to 10 left to right, 11 to 20 right to left, and so on up to 100.

  • Foot of a ladder: climb to the top.
  • Head of a snake: slide down to the tail.
  • Square 100 needs the exact roll. Too high and you stay put.

That last rule is why square 99 is not the near-certain win it looks like: only a 1 gets you home, so it takes exactly six rolls on average to leave. (That figure is a useful check on our arithmetic — a one-in-six chance repeated has an expected wait of exactly six, and the solver returns 6.00 without being told.)

How long does a game take?

A curve showing the exact probability of finishing a game of snakes and ladders in each number of rolls. It rises steeply to a peak at 22 rolls, then falls away in a long tail. The shortest possible game at 7 rolls, the median at 32 and the mean at 39.2 are marked.
Not a histogram of simulated games — the exact distribution, obtained from the board itself.
Average game39.2251 rolls
Median32 rolls
Most likely single length22 rolls
Shortest possible7 rolls (once in 662 games)
Finished within 100 rolls96.9 %

The mean sits seven rolls to the right of the peak, which is the shape of this game in one sentence: most games are quicker than average, and the ones that are not are much longer. About one game in thirty is still going after a hundred rolls.

The shortest possible game is a single fixed route, and the solver found it rather than being told: a 1 onto the ladder at square 1, then 1, 6, 6, 1, 6, 6, taking the ladders at 51 and 80 on the way.

Does the first player win more often?

Yes: 50.79 %. Not measured over a sample of games — worked out exactly, by taking the distribution above for both players and asking how often the first one finishes on a roll at which the second has not. The edge is real and comes to about one game in a hundred and thirty.

What each snake and ladder is actually worth

A ranked bar chart of all nine ladders and ten snakes, showing how much longer or shorter the average game becomes if that square is removed. The ladder from 80 to 100 is worth nearly twenty rolls, the snake at 87 costs seven, and the snake at 56 sits at plus 0.01.
Each square removed one at a time, the whole board re-solved each time. Nineteen separate calculations.

Remove one square from the board, solve the game again, and the difference is what that square was worth. The results are wildly uneven:

Effect on the average game
Ladder 80 → 100+19.77 rolls if removed
Ladder 28 → 84+10.38
Snake 87 → 24−7.28
Snake 49 → 11−4.45
Everything elseunder 4 rolls each

The ladder from 80 to 100 is worth more than the other eight put together. Take it away and the average game stretches from 39 rolls to 59 — half again as long. It sits at the top of the board where a snake would otherwise be waiting, and it ends the game outright.

The snake that helps you

One entry sits on the wrong side of the line. The snake at 56, which drops you three squares to 53, makes games very slightly shorter — removing it costs 0.014 rolls.

The reason is a small piece of geometry. From 56 a roll of 6 lands you on 62, where a snake drops you all the way to 19. From 53 you cannot reach 62 at all. The snake costs you three squares and moves you out of range of a fall of forty-three.

It is not a big effect and nobody at the table will ever notice it. But it is a real one, and it is the sort of thing that only shows up if you calculate rather than play.

What you actually play here: the three-piece rule

Everything above is about the traditional game, and the traditional game is a spectator sport. You roll, you watch, you have no say. It is worth solving and it is not worth playing, so the board on this page does not offer it.

What you get instead is ours, not traditional — we know of no source for it and are not pretending otherwise:

Each side gets three pieces, and after every roll you choose which one to move. First piece home wins. That one change gives the turn a question: do I send the leader up the ladder at 80, or move the straggler off square 87 before the snake there eats him?

We checked whether that question is real, because adding clicks is not the same as adding a decision. Two computer opponents, one choosing well and one choosing at random:

Good choices beat random ones
Classic, one piece50.5 % — indistinguishable, as it must be
House rule, three pieces97.2 %

The first row is the control, run against the traditional rules. With one piece nobody chooses anything, so any difference would have meant the measurement was broken. It came out at 50.5 % with a margin of 0.6, which is exactly nothing — and that is what makes the second row trustworthy.

97.2 % is a wider skill gap than most games on this site. It is also faster: three pieces finish in 33 turns against the classic 52, because you have three chances at the good ladders instead of one.

The computer opponent in that mode is not guessing either. It uses the solved board directly — the expected-rolls figure for every square from the table above — and moves whichever piece leaves its best piece closest to home.

Where it comes from

The game is Indian, and it was originally about morality. As Moksha Patam or Gyan Chaupar the ladders were virtues and the snakes were vices, and the imbalance was the point: there were more snakes than ladders, because falling is easier than climbing. The board taught that progress toward liberation was slow and slipping back was quick.

British publishers brought it home in the 1890s and quietly dropped all of that. Milton Bradley's Chutes and Ladders of 1943 is the layout most people picture, and it is the one solved on this page — nine ladders and ten snakes, so the original imbalance survives even though nobody meant it to.

If you like this one

  • Yut Nori — a Korean race where the shortcuts are the game, and where a turn carries 2.64 steps rather than 2.31
  • Ludo and Pachisi — the race game with real decisions in it: which piece to move, and when to strike
  • Senet — the Egyptian ancestor, thrown with sticks, where landing on a lone enemy swaps places instead of sending it home

Frequently asked questions

+ How do you play Snakes and Ladders?

Roll one die and move that many squares along a track of a hundred, numbered back and forth in rows of ten. Land at the foot of a ladder and climb to the top; land on a snake's head and slide down to its tail. You need the exact roll to finish on 100 — roll too high and you stay where you are. First player to reach 100 wins.

+ How long does a game of Snakes and Ladders take?

On the standard board, 39.2251 rolls on average for one player. That is not an estimate from playing games — the game has no decisions in it, so it is a Markov chain and the answer can be calculated exactly. The median is lower, at 32 rolls, because the distribution has a long tail: most games are quicker than average and a few are much longer. Roughly one game in thirty runs past a hundred rolls.

+ Is there any strategy in Snakes and Ladders?

In the traditional game, none whatsoever, and this is not a criticism. You never choose anything: there is no piece to pick, no move to weigh, no decision of any kind. That is why a four-year-old can beat an adult half the time, and it is also why the game can be solved with arithmetic instead of played out. It also makes it dull to sit at, which is why the board here uses our three-piece rule instead: each side has three pieces and you choose which to move after every roll. We measured that the choice is real — good choices beat random ones 97.2% of the time, against 50.5% in the traditional game where nobody chooses anything.

+ Does the first player have an advantage?

Yes, and it is exactly 50.79% for two players on the standard board. Not measured over a sample — computed, by combining the exact distribution of finishing times for both players. The advantage is real but tiny: about one game in a hundred and thirty.

+ What is the shortest possible game?

Seven rolls, and there is only one route: a 1 to the ladder at square 1 which lifts you to 38, then 1, 6, 6, 1, 6, 6 — using the ladders at 51 and 80. It comes up about once in every 662 games.

+ Which ladder is worth the most?

The one from 80 to 100, by a wide margin. Remove it and the average game grows from 39.2 rolls to 59.0 — nearly twenty rolls longer, half again as long. The ladder from 28 to 84 is second at ten rolls. Most of the others are worth less than one roll each.

+ Which snake is the worst?

The one at 87, which drops you to 24. Remove it and games get 7.3 rolls shorter. The snake at 49 is next at 4.5. But the snake at 56 is the odd one out: it moves you back only three squares, to 53, and removing it makes games very slightly longer — because being at 53 keeps you out of range of the snake at 62. It costs three squares and saves you from a much worse fall.

+ Can I play Snakes and Ladders with a friend online?

Yes. Choose 'With a friend online' beside the board and press Open a table. You get a four-character code; send it over, they type it in and press Join. There is a chat window built in, and neither of you needs an account or a download. The server rolls the die, so you both always see the same number, and each of you chooses which of your own three pieces to move.

+ Where does Snakes and Ladders come from?

India, where it was known as Moksha Patam or Gyan Chaupar and was a moral teaching game: the ladders were virtues and the snakes were vices, and the numbers of each were deliberately unequal so that the descent was easier than the climb. British publishers brought it home in the 1890s and dropped the morality, and Milton Bradley's 1943 Chutes and Ladders is the layout most people picture today.

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