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Game rules

Left Center Right (LCR) Rules


Left Center Right needs almost no explanation before play can start — three marked dice tell you exactly what to do with your chips every single roll, and the entire game is watching chips drain away from some players and pile up in the center pot until only one player is left holding any.

The dice and starting chips

The game uses three special six-sided dice, each marked with the letters L, C, and R on two faces apiece, and a dot (meaning "keep it") on the remaining two faces. Every player starts with three chips.

Rolling on your turn

On your turn, you roll one die for each chip you're currently holding, up to a maximum of three dice — a player with only one or two chips left rolls only that many dice, not the full three. Each die's result is resolved individually:

  • L: pass one chip to the player on your left.
  • R: pass one chip to the player on your right.
  • C: put one chip into the center pot, out of play for the rest of the game.
  • Dot: keep that chip — nothing happens.

Playing with fewer chips than dice normally allow

If you're down to one or two chips, you simply roll one or two dice respectively that turn, rather than three — a player with zero chips left is out of active rolling entirely, though the game continues around them since chips can still be passed to and past an eliminated player's seat in some versions, or skip them entirely in others, depending on house convention.

Winning

The game continues, turn after turn, until only one player still has any chips at all — every other player has passed or potted every chip they started with. That single remaining player wins the entire center pot outright.

Why the game needs zero decisions from any player

Left Center Right has no choices for a player to make at any point — you always roll exactly as many dice as chips you're holding (up to three), and each die's result is fixed and automatic. This total absence of decision-making is deliberate: the game is built specifically as a fast, purely luck-based social icebreaker, playable by literally any age group with no explanation beyond "L means left, R means right, C means center, dot means keep it."

Common variants and themed editions

Many commercial editions of this dice game print custom letters and a themed pot (holiday gifts, drink tokens, or cash bills instead of plain chips) rather than the plain L/C/R letters, but the underlying mechanic never changes regardless of the theme. Some larger groups play with a bigger starting chip count (five instead of three) specifically to stretch the game out longer, since a three-chip game can end surprisingly quickly with an unlucky run of C rolls early on.

Origins: a modern commercial dice game with a documented release

Unlike many folk dice games with untraceable origins, Left Center Right has a specifically documented commercial release: it was trademarked and sold starting in the early 1980s, most widely recognized under its packaged branded name, and it's generally credited as a purpose-built party and gift-exchange game rather than an older folk tradition adapted for sale. Its complete lack of strategy and simple letter-based dice are exactly what made it easy to license into dozens of themed editions without changing a single rule.

Why it works well for genuinely mixed-age groups

Because every turn resolves entirely through the dice with no strategic input required from the player rolling them, Left Center Right is one of the few games on this site playable equally well by a young child and an adult at the same table with no handicapping needed — nobody's decisions ever put them at a disadvantage, since there simply aren't any decisions to make, which is exactly why it turns up so often at holiday gatherings and gift exchanges spanning several generations at once.

Questions that come up mid-game

Are eliminated players allowed to re-enter the game later? No — once a player has passed or potted every chip they started with, they're out for the remainder of that game, simply watching the remaining players finish rather than rejoining with a fresh set of chips.

Is there a limit to how long a game can run if chips keep circulating between just two or three players near the end? No formal limit — the game simply continues until only one player holds any chips at all, though with very few players and chips remaining, that final stretch usually resolves quickly since fewer total chips means fewer rolls before the pot claims the rest.

What happens if a player rolling three dice gets three different results (an L, a C, and an R) all at once? Each die resolves independently and simultaneously — that player passes one chip left, puts one chip in the center, and passes one chip right, all from that single roll, provided they had at least three chips to work with in the first place.

LCR is a trademark of its respective owner. This page is an independent, fair-use summary of how the game is played — it is not affiliated with, endorsed by, or sponsored by the trademark holder, and reproduces no rulebook text, logo or board art. See the trademark disclaimer for the full notice.