Ludo Ghar requires an exact finish; an excessive roll leaves that token unmoved. The calculation below concerns a token already inside its home column, not a token approaching the column from the shared track.
Count empty steps, not the occupied square
For this paper exercise, draw four positions in order: A, B, C and Home. Put a token on A. Its remaining distance is three steps: A to B is one, B to C is two, and C to Home is three. Counting A itself would incorrectly produce four.
Test three rolls from the same position
Reset the token to A before each trial. A roll of two moves it to C, leaving one step. A roll of three takes it to Home, leaving zero. A roll of four is too large: the token remains on A, still three steps away. The third trial does not end one position past Home or one position back from it.
Keep the before-and-after distance
Write the three records as distance three, roll two, distance one; distance three, roll three, distance zero; and distance three, roll four, distance three. Blindly subtracting every roll would produce minus one in the last record. That number exposes an invalid arithmetic operation, not a square on this exercise board.
One token is not the whole turn
This test determines whether the marked token can move. It says nothing about other tokens. To decide whether the player has any move, repeat the position check for each token instead of treating this single overshoot as a lost turn. Other Ludo editions may specify different finishing rules.