Founder Secretary General
The INTERNATIONAL LUDO FEDERATION (ILF), the world governing body of Ludo, was established to perpetuate the development and growth of the sport throughout the world. The ILF’s goal is to introduce Ludo to all nations so that they may embrace the sport as one of their national sports, and ultimately to achieve official recognition by the International Olympic Committee (IOC) in order to establish Ludo as an Olympic sport.
The ILF is a non-profit, volunteer organization committed to promoting international play and competition, maintaining the official rules for Ludo and providing a worldwide code of conduct for Ludo athletes. The ILF focuses its resources on supporting organizations that foster the sport around the world for all ages and ability levels.
The ILF offers all national and regional Ludo associations and federations who desire to join in membership for the advancement of Ludo an opportunity to participate and contribute to that growth. These purposes are fulfilled through the aims and objectives of the ILF.
ILF AIMS AND OBJECTIVES
- Promoting, developing and popularizing the sport of Ludo throughout the world.
- Governing and administering the sport of Ludo in all countries and continents in a nondiscriminatory way.
- Maintaining and publishing the decisive text on the Bylaws, Rules and Regulations, introducing such changes as are desirable, doing all that is necessary to uphold them and to achieve uniform interpretation.
- Promoting the highest degree of sportsmanship and integrity among the players.
- Organizing, conducting and presenting international tournaments and events at the highest level.
- Supporting the development of players, coaches, officials and event organizers.
- Encouraging and developing the sport with differently-abled people.
- Encouraging the formation of new Members and fostering collaboration for the good of the sport worldwide.
- Creating mutually beneficial partnerships to develop and promote the sport.
- Employing the funds of the Federation to achieve development and growth of the sport consistent with these purposes and objectives.
- Maintaining the highest standards of transparency and accountability in managing the financial resources of the ILF.
“About the ILF”, LUDO FEDERATION OF INDIA, https://federationludointernational.blogspot.com/p/about-ilf-international-ludo-federation.html
The earliest reference to board games in India comes from excavations carried out in Harappan sites, and go back all the way to 2500 BCE. Dice and counters have been found in Harappan sites like Harappa, Mohenjodaro and Lothal. The popularity of these games can also be seen in the the Rig Veda. In Book 10, verse 34, there is a ‘Gambler’s Hymn’’ which warns of the dire consequences of gambling. A theme, that found resonance in the great Indian Epic of Mahabharata. The story of the Pandava Yudhisthir losing his kingdom and family in game of Chaupar forms the pivot around which the story of the great war spins.
Much later, even Gautama Buddha, while laying down the rules of the monastic order in the text Vinayapitaka, warns against playing a board game called Ashtapada. The earliest visual reference to the game is a relief in one of the most adorned caves of Ellora – cave number 29. Built between the 6th and 8th centuries CE, one wall of the cave is sculpted with figures of Shiva and Parvati, shown enjoying a game of Chaupar.
However, the most detailed description of the game and how it was played comes from Mughal Emperor Akbar’s biographer, Abul Fazl (1552-1602). In the Ain – i – Akbari Fazl remarks, “From times of old, the people of Hindustan have been fond of this game.” He goes on to outline the rules and playing process of Chaupar, making it the first description of the game available to us. It seems even Akbar was obsessed with Chaupar., so much so that in the courtyard of his palace in Fatehpur Sikri, red and white square flagstones were laid out to represent a magnificent life-size board, where he and his courtiers enjoyed the game, with a twist. Slaves were used as playing pieces and they were moved according to the players instructions! This giant Chaupar board can even be seen today at Fatehpur Sikri.
There may have been more to Akbar’s love for Chaupar than just fondness for the game. Karuna Sharma of Georgia State University, in her research paper titled ‘A Visit to the Mughal Harem: Lives of Royal Women’ notes that there was also a political side to these board games. Since the game required intelligence and skill, the Emperor tried to weigh the talents of men through the game. The popularity of Chaupar extended to the ladies of the Royal harem as well as the Rajput courts. Numerous 17th-18th century Pahari paintings from Himachal depict men and women playing Chaupar. In 2016, one such Pahari painting of a couple playing Chaupar fetched a whopping Rs 93 lakh at an auction at Christie’s.
The aristocratic game of Chaupar also had its version for the common man. It was called Pachisi, meaning twenty five in Hindi, which was the highest score that can be attained in this game. Instead of long dice, it was played with koris or cowrie shells, as a substitute for money.
With the advent of colonial powers, the game of Chaupar or Pachisi travelled the world. Around 1860, the English firm of Jaques and Son produced a game called Patchesi. In 1874, E.G. Selchow & Co in United States trademarked a game called Parcheesi, which went on to become America’s longest-selling board game until release of Monopoly in 1935. It was sold in USA and Europe with branding ‘The Game of India’, to make it sound even more exotic. In 1896, Patchesi was changed to a more simple game called Ludo which in Latin means ‘I Play’. The eight squares were reduced to four and it was turned into a children’s game. By 1900s, the versions of the game became extremely popular in France and Germany.