Clubs
A room, not a feed
Ludo is played out loud. A club is ten live voice seats, a proper role ladder, and a shared jar the whole room fills together — a place you walk into, not a backlog you owe replies to.
What a club is
Six things that make it work
Ten live voice seats
Tap to take a seat, tap to leave. Mute yourself, or mute someone else just for you. Admins and above can mute a lower-ranked seat for the room.
Five roles, in order
Owner, Super Admin, Admin, Member, Guest. A manager may only kick or re-role someone strictly below them, and only hand out roles below their own. The owner can never be removed or demoted.
Gifts with real weight
Send in quantities of 1, 7, 17, 77 or 777. Price sets the spectacle: under 100 Hearts is a quick impact, 5,000 or more takes over the room for about four seconds.
Club levels and star tiers
Messages, mic time, gifts, matches and wins all earn club points, each capped daily. Every 3,400 lifetime points is another club level; weekly points set a star tier from 50,000 up to 650,000.
Every club has an ID
A seven-digit club ID, like every player has a seven-digit player ID. That is what an invite, a search or a report resolves against — never a display name.
The gift jar
Every Heart gifted inside a club adds a point to one shared jar. Fill it to 10,000 within 72 hours and leadership collects 100 Hearts, split in proportion to what each person actually gave.

Chat, deliberately
Club chat keeps no history
You see what is said from the moment you enter. Leave and come back and you start fresh — no unread count, no pagination, nothing replayed.
Nothing is written to the database per club message. For abuse handling we keep a short-lived moderation trail — sender, kind and a hash of the text, never the text itself — for 24 hours, and that is all. Direct messages between friends are the one place message history is stored, because a one-to-one conversation should survive closing the app.
Spam earns nothing: messages under two characters and repeats of your own last message within twenty seconds are delivered but never counted, and chat is limited to twenty messages per twenty seconds.
Club levels
Where the points come from
Five activity types, each paid per whole unit crossed and each capped daily. Four messages earn nothing; the fifth earns fifty.
| Activity | One unit is | Points | Daily cap |
|---|---|---|---|
| Club messages | 5 messages | 50 | 200 |
| Time on mic | 5 minutes | 100 | 600 |
| Gifts sent | 1 Heart | 1 | 2,000 (+500 per member level) |
| Matches played | 1 match | 20 | 200 |
| Matches won | 1 match | 40 | 400 |
Club level
Every 3,400 lifetime club points is one more level. It is derived from the total rather than incremented, so a replayed credit can never double-level a club. Levels unlock club badges and raise the member cap — 128 members at level 1, 512 at level 7 and above.
Member level
Your own level inside the club needs 1,700 × N^1.43 points, so level 5 is roughly 17,000. It raises exactly one thing: your daily gift cap. It changes no point rates and nothing on the board.
Moderation
Five roles, in order
Moderation is rank-aware rather than a flat manager flag: you may only act on someone strictly below you, and only hand out roles below your own.
- 1
Owner
Everything. Cannot be removed, demoted or reassigned by anyone.
- 2
Super Admin
Kick and re-role anyone below, including making Admins. Can collect the gift jar.
- 3
Admin
Kick and re-role members and guests, and set only Member or Guest.
- 4
Member
Chat, take a voice seat, send gifts and earn club points.
- 5
Guest
Present in the room, at the bottom of the ladder.
Founding a club costs 2,000 Gold, and if the club fails to save the Gold is refunded. You belong to one club at a time; public clubs join instantly, private ones queue a request an Admin approves.
