Left Center Right (LCR)
Designed by: Uncredited
Published by: Spin Master
Players: 3 to 12
Ages: 5 +
Time: 20 minutes
Unearthed by: Celeste
Each player is given 3 chips to start. On their turn, they roll the dice (as many dice as they have chips at the time, up to three). For each ‘L’ rolled, they pass a chip to the player on their left; for each ‘R’, they pass to whoever’s on their right; and for every ‘C’ (or ‘Star’, in this version) they pass a chip to the center; and for each ‘Circle’ they roll, they do nothing. This continues until only one player is left with chips . . . and they are the winner.
Originally Designed by: Richard Garfield
Developed by: Lukas Litzsinger
Published by: Fantasy Flight Games (2012)
Ages: 14 +
Time: 30 – 60 min
Unearthed by: Ed
Android: Netrunner is a two-player, asymmetrical Living Card Game® set in a dystopian, cyberpunk future where monolithic megacorps own and control the vast majority of human interests. They have to guard their intellectual properties from the elite and subversive hackers known as Netrunners.
The corp player has 3 core servers — and may create more remote servers — to advance agendas or exploit assets. Of course, they must protect all this information from nefarious hackers, by installing ICE other countermeasures. Netrunners scramble to buy the latest hardware for their rig and install the most devious programs — to steal corporate agendas and trash corporate assets.
The heart of the game’s conflict occurs when the Netrunner “runs” on a corp’s server. The corp may activate ICE installed to keep intruders out, while the runner uses programs called “icebreakers” to bypass defenses.
Corporations advance their agendas, while Netrunners subvert those same agendas. First player to 7 Agenda points wins the game.
221b Baker Street: The Master Detective Game
Designed by: Jay Moriarty
Published by: Antler Productions (1975)
Players: 2 to 6
Time: 60 – 90 minutes
Unearthed by: Evan
Follow in the footsteps of Sherlock Holmes. There is a case to be solved, and each player might be the detective to crack it wide open. All players are solving the same case.
Everyone starts at 221B Baker Street on the map, from which the players visit each of the 14 locations on the board. Movement is decided by the throw of a single die.
The Case card provides the background of the case as well as listing the location of each clue in the case booklet. A place may provide no clue, or only a part of one. Clues may also be entirely irrelevant, or throw a player off entirely. Clues often are in the form of a riddle, especially multi-part clues.
Upon entering a location the player reads the back of the card containing the case. It consists of a list of locations and a number assigned to each one. The player may then secretly read the relevant paragraph in the back of the rulebook which is the clue.
Each paragraph may contain evidence of note, or it may not! And the clue may be cryptic. A time limit to read the clue is recommended, after which the book must be closed. Play then passes to the next player.
If the player believes that they know the solution to the case, they may return to the starting point at 221B Baker Street. Once there, the player must announce (publicly) the essentials of the crime: typically the culprit, the weapon used and the motive.