The whole game on one card — including the thing most people actually search for: how to play LCR with regular dice. The conversion chart matches the real dice’s odds exactly, so nothing changes but the plastic.
| Regular die shows | It means |
|---|---|
| 1 · 2 · 3 | Dot — keep your chip |
| 4 | L — pass one chip left |
| 5 | C — one chip to the center pot |
| 6 | R — pass one chip right |
| Game | Winner | Pot |
|---|---|---|
| 1 | ||
| 2 | ||
| 3 | ||
| 4 | ||
| 5 | ||
| 6 | ||
| 7 | ||
| 8 |
Give everyone three chips — quarters, candy, poker chips, anything worth mildly coveting. On your turn, roll one die per chip you hold (up to three) and obey the faces: L hands a chip to your left neighbor, R to your right, C banishes one to the center pot forever, and a dot lets a chip stay home. That's it. There are no decisions. That's not a flaw — it's the entire product.
Because chips flow in circles, nobody's ever really gone: you can sit chipless for three rounds and inherit a fortune from a neighbor's bad roll. The endgame is genuinely tense — the last two chip-holders trade fate one roll at a time while the table hollers — and the winner takes a pot that's been growing all game. Play with quarters and it's a gambling game; play with wrapped candy and it's a kids' game; the rules never change.
The branded dice are just d6s in costume: three dot faces, one each of L, C, R. So the chart on the sheet — 1-3 keep, 4 left, 5 center, 6 right — reproduces the real game's probabilities exactly with any dice in the junk drawer. Three dice and a bag of anything, and you're playing.
How long does a game run? Five to ten minutes with four to six players — which is why the tracker has eight rows. Nobody plays LCR once.
Variants? The common one: the last chip must survive a final roll (a C on the last chip keeps the game alive). Agree before the first toss.