Objective of LCR Wild
The objective of LCR Wild is to be the last player with chips remaining.
Setup
- Each player takes three chips. You can use additional chips or coins if more players are playing than the number of available chips.
- Choose a player to start the game.
Playing LCR Wild
You will begin your turn by rolling the three dice. If you only have two chips left, you will only roll two of the dice. Should you only have one chip left, you will only roll one die.
What you roll on the three dice determines what you will do on your turn.
L’s
For each L you roll you will pass one of your chips to the player on your left.
R’s
When you roll a R, you will pass one chip for each R you roll to the player on your right.
C’s
For each C you roll, you will add the corresponding number of chips to the center pot.
Dots
Dots are neutral/safe. You will not do anything for each dot you roll.
Wilds
Wild symbols can do a number of different things depending on how many you roll on your turn.
One Wild – Take one chip from the player of your choice.
Two Wilds – Take two chips from the player(s) of your choice.
Three Wilds – Collect all of the chips from the center pot and add them to your group of chips.
Winning LCR Wild
When you have no chips left, you will not take your turn. You are still in the game though. Should a chip(s) be passed to you, you may take your turn in the future.
LCR Wild ends when only one player has chips left. The last player left with chips wins the game.
Year: 2012 | Publisher: George & Company | Designer: NA | Artist: NA
Genres: Dice
Ages: 5+ | Number of Players: 3-12 | Length of Game: 20 minutes
Difficulty: Light | Strategy: Light | Luck: High
Components: 3 dice, 24 chips
Where to Purchase: Amazon, eBay Any purchases made through these links (including other products) help keep Geeky Hobbies running. Thank you for your support.
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Lorraibe
Friday 28th of July 2023
If u have two coins and u get wild do u get the money in the center
Eric Mortensen
Saturday 29th of July 2023
The rules do not specifically mention what happens when you only have two dice and roll Wilds on both of them. The only thing the official rules say is what happens when you roll one, two and three Wilds.
Therefore I personally would handle it where you would get to take two coins from another player in your scenario. Since the rules don't list any special rules for the Wild when you have less than three dice, I would interpret it that there are no special rules. Therefore the only way you can take the coins from the center is if you roll three Wilds. I am guessing this is one of the costs/punishments of not having three coins to start your turn.
Since the rules don't specifically say though, if all of the players agree that players should get to take the center pot if they roll Wilds on all of their dice; I see no reason why you couldn't use that rule.