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@ 1983, 1984 International Games, inc.
All Rights Reserved
LUCK PLUS Card Game Instructions
Luck Plus TM is a unique card and dice game of number matching unlike any game you've ever played.
It packs a big one-two fun punch. Great fun if you have just the "Luck: but master the "Plus" (strategies) and you're in for the time of your life. Either way it's non-stop fun and excitement for all.
AGES: 7 and up. PLAYERS: 2 to 8.
OBJECT: To be the first player to eliminate all of your cards by making appropriate matches of numbers on cards to the dice.
EQUIPMENT: 108 cards consisting of:
48 GO cards - 4 set, of Green cards 1 through 12
22 STOP cards - 1 set of red cards 1 through 12.
1 set of red cards 1 through 10.
20 TRANSFER cards - 1 set of yellow cards 1 through 12.
1 set of yellow cards 5 through 12.
4 TRANSFER PLUS cards - 1 set of yellow cards 1 through 4.
6 DOUBLES cards
8 LUCK PLUS cards
1 Pair of Dice
FIRST TIME PLAYERS OF LUCK PLUS: We suggest reading the SUMMARY OF PLAY first and refer to the details as you play.
SUMMARY OF PLAY:
1. Determine dealer by high roll of dice. Deal 8 cards FACE
UP on the table to each player. The remaining cards are stacked
FACE DOWN in the center of the table to form the DRAW PILE. The
top card of the DRAW PILE is turned FACE UP and placed next to
the DRAW PILE to form the MATCH PILE (If a LUCK PLUS card is the
first card to be turned over, it is placed under the DRAW PILE
and the next card is turned over).
2. Play begins with the player to the left of the dealer rolling the dice. The player will then try
to get rid of as many cards as possible by matching the numbers on the cards with the numbers on the dice. Matching can be done in several different ways either separately or at the same time:
A. Match BOTH numbers on the dice (EXAMPLE: if #2 and #3 are rolled, then a #2 card and a #3 card will match) OR...
B. Match the TOTAL of BOTH dice (EXAMPLE: if #2 and #3 are rolled, then a #5 card will match) OR...
C. Match the TOP card showing on the MATCH PILE OR...
D. ANY or ALL of these choices.
As matches are made, the cards are put FACE UP on the MATCH PILE (SEE EXAMPLES OF PLAY).
3. When a player makes a match, he continues his turn and MUST roll the dice again IF his last card played on the MATCH PILE says GO, TRANSFER, TRANSFER PLUS or DOUBLES. If the last card placed on the MATCH PILE says STOP or LUCK PLUS then the turn is over - and the dice passes to the next player (SEE TYPES of CARDS and EXAMPLES OF PLAY)
4. A player can continue to make matches and roll the dice as lone as he can (SEE GOING OUT AND-WINNING). When a player cannot OR chooses not to make further matches, he MUST draw a card from the top of the DRAW PILE. If the card can be played, then the player can continue his turn. If the card cannot be played, then the turn is over. Note: No cards are ever drawn at the beginning of a turn.
5. The first player to get rid of all his cards is the winner (SEE GOING OUT, WINNING, SCORING).
TYPES OF CARDS:
The numbers on the cards are used to match the DICE or the MATCH PILE, but here's how to use the words on the cards to direct and limit play. Use the following as a quick reference during the game:
GO CARD the last card of a match, roll again.
TRANSFER CARD Same as GO CARD, but may be given to opponent on left when picked from DRAW PILE.
TRANSFER PLUS CARD - Same as TRANSFER CARD, but may be given to ANY Opponent.
DOUBLES CARD - Same as GO CARD, but can only be matched when DOUBLES are rolled.
STOP CARD - As the last card of a match, turn ends.
LUCK PLUS CARD - A wild card played on the MATCH PILE any time during a turn. Turn then ends.
The following explains these cards in detail:
GO CARD - When played as the last card of a match, the player KEEPS HIS TURN and MUST ROLL THE DICE AGAIN.
TRANSFER CARD - When played as the last card of a match, the player KEEPS HIS TURN and- MUST Roll AGAIN.
The special feature of TRANSFER cards is that they may also be used as a type of penalty card for the next player. If a player draws a TRANSFER card from the DRAW PILE, the player MAY give that card to the player on his left. (A player may choose to use the TRANSFER card to match the dice or the top card of the MATCH PILE.) TRANSFER cards can only be given to the next player when drawn from the DRAW PILE. If a TRANSFER card is dealt to you or given to you by another player, you may not transfer it. The card is then played the same way as a Go card.
IMPORTANT! When a TRANSFER card is given to another player, this is considered a match and the player who gives the card KEEPS HIS TURN and MUST ALWAYS ROLL AGAIN.
TRANSFER PLUS CARD - These are the most dangerous cards in the deck! These cards are used exactly as regular TRANSFER cards EXCEPT that the player drawing the card may give that card to ANY player - PLUS, the player may also give ANY OTHER CARD of his choice from his hand to the SAME player. The player may additionally give as many of that same number card he has at the same time even though the words on the cards may be different.
As with TRANSFER cards, playing a TRANSFER PLUS card is a match and the player who gives the card KEEPS HIS TURN and MUST ALWAYS ROLL AGAIN.
DOUBLES CARD - These cards are used to make a match when "Doubles" are rolled on the dice (the same number appears on each die). if a player rolls "Doubles" and has a DOUBLES card, he may place it on the MATCH PILE to make a match. He may also play the cards with numbers corresponding to the dice in the same play. The DOUBLES card can be played either before or after the numerical cards are played. When the match is made, the player KEEPS HIS TURN AND MUST ROLL AGAIN.
Remember that DOUBLES cards can match each other when on top of the MATCH PILE.
STOP CARD - When played as the last card of a match, the player's turn ENDS and STOPS IMMEDIATELY. The player cannot lay down any other cards on a OF card since the turn has already been discontinued. Even if a player place~rei_-fP1LE by mistake in the middle of a match or play, then the turn still stops. All players should be alert to stop the play as soon as a player makes this mistake! Note that a card is considered in play as soon as a player removes his hand from the card on the MATCH PILE.
There is ONE exception to this rule:
COMBINED STOP: If the player is matching his cards with both dice, he always plays both cards at the same time. But if both cards are STOP cards, he can still play the cards at the same time, placing one card on top of the other. The player's tom ends when BOTH STOP
If, however, one of the cards is a STOP card and the other card is a GO card, then the STOP card must always be the last card played on the MATCH PILE. The player's turn then ends as explained. Play then proceeds to the next player on the left.
LUCK PLUS CARD - These are WILD CARDS. A LUCK PLUS card may be played at any time during a player's turn. The LUCK PLUS card is played on ANY card on the MATCH PILE. The player may then play on the MATCH PILE any other card of his choice as a BONUS card. The player may play additional bonus cards if the player has more of the same number card. (Words on the cards can be different.) However, after playing the LUCK PLUS card alone or with bonus cards, the player's turn ENDS IM MEDIATELY even if the bonus cards are GO cards. Note: Bonus cards can be DOUBLES cards or LUCK PLUS cards as well as numerical cards.
If a player chooses not to play bonus cards on the LUCK PLUS card, the turn still ENDS. However, the next player must utilize the bonus rule and MUST play ANY CARD on the MATCH PILE. That player's turn will then END after all bonus cards are played.
HINT: The LUCK PLUS card gives a player the best opportunity for getting rid of high number cards such as 11's and 1Zs.
SPECIAL MATCHING RULES:
1. SPLIT MATCH - A player may match using the top card of the MATCH PILE as pad of the number combination rolled on the dice. For example, if a 3 and a 4 are rolled on the dice and a 3 is FACE UP on the MATCH PILE, then the player may play a 4 card from his hand on the MATCH PILE.
2. At the Stan of any turn (except at the beginning of the game) the player may match the dice from the previous player's tam. This is done before the player rolls the dice for his turn. If the dice are accidentally rolled first then the player cannot use this option.
3. Remember that a player always has an cDti=on to match cards after rolling the dice. He can refuse to match even if matches are possible, but he must then 15~AW a card before his turn can end.
4. Remember - a turn ends:
- if you cannot or do not want to play any cards, you then draw an unplayable card and add it to your hand.
- if you play a STOP card.
- if you play a LUCK PLUS card with BONUS CARD(s) or without BONUS CARDS.
- if the previous player played a LUCK PLUS CARD and forced you to use up your turn by playing BONUS CARD(s).
GOING OUT AND WINNING: The first player to get rid of all his cards is the WINNER.
1. It is possible for a player to 'LUCK OUT that is, rid his hand of all cards on the first turn. However, in most cases day will continue for several mends. OPTION: if a "LUCK OUT occurs, all other players are given one com,dete turn to reduce their cards regardless of whether they have had a turn. Also several players may "LUCK OUT' in the same turn. Additionally, once a player gets a "LUCK OUT,* he cannot receive any more cards.
2. Once a player has only one card remaining and that card is a number 6 or less, then on his turn, that player needs only to match ONE of me dice to go out. However, the player must roll both dice in order to make that last match.
3. If, at the start of a turn, a player's last card is numbered 6 or less and it matches the TOTAL FULL combination of the dice from the previous turn OR the card on top of the MATCH PILE then he can go out.
4. If no player goes out bythe time the DRAW PiLE is depleted, the MATCH PILE may be reshuffled except for the top card. The reshuffled deck is then used as the new DRAW PILE.
SCORING: By hands - The overall winner is the first to win a designated number of hands, such as 5 or 10. The first player to go out wins ONE hand.
By point system - The overall winner can be determined by scoring
points. Each card is worth a certain amount of points as follows:
ALL NUMBER CARDS - face value
DOUBLES CARDS - 15 points
TRANSFER PLUS CARDS - 20 points
LUCK PLUS CARDS - 25 points
LUCK OUT PLAY - 30 point bonus
Once a player goes out, all other players total the points in their hands. The points totaled are then awarded to the player who went out. The first player to reach a designated score such as 250 or 500 is the winner. The game may also be scored by having each player keep the point total he is caught with in his hand each time a player goes out. When a player reaches a designated score such as 250 or 500, the game is over and the player with the least amount of points is the winner
1. Players should try to make as many matches as possible during
a turn in order to get rid of a maximum number of cards.
2. When it's your turn, look ahead to the next player's hand. Remember he will try to use the last dice roll of your turn and the last card you play on the MATCH PILE.
EXAMPLES OF PLAY
In order to understand various play situations, we have provided some examples:
The player sees that he can make matches on both the MATCH PILE and the dice. He will first match both GO-7 cards on the MATCH PILE, and will not use the STOP-7 CARD since that card wilf automatically end the turn. Continuing the play he lays down the GO-3 card and the GO-5 card to match BOTH numbers on the dice. Finally the player lays down the STOP-8 card which is the TOTAL of the dice. His turn ends.
The player will first match the GO-9 card on the MATCH PILE. Next, the player will lay the GO-2 card, the GO-4 card (matching BOTH numbers on the dice) and the GO-6 card on the MATCH PILE (matching the TOTAL of the dice). Since the last card played was a GO card he MUST ROLL AGAIN.
After rolling the dice, the table now looks like this:
The lucky player will lay down the DOUBLES card since he rolled doubles and then, on the same play will lay down the TRANSFER-1 Z card since this card matches the TOTAL of the dice. The player MUST ROLL AGAIN
After rolling the dice, the table now looks like this:
At this point, the player cannot make any matches although the TOTAL of the cards is the same as the TOTAL of the dice. THE CARDS MUST ALWAYS MATCH EXACTLY. The player must now draw a card. The card drawn is a TRANSFER-6 card. The player gives this card to the next player and then ROLLS AGAIN.
Before rolling, the player sees that he can match the match pile with all three #9 cards. Rather than using all the #9 cards at once, the player can "milk" his turn by playing them separately and rolling the dice after each #9 card is placed on the match pile (Go cards and TRANSFER cards allow the roll of the dice EACH TIME they are the last card played on the match pile). This strategy allows a player to get more chances to get rid of the remaining #8 and #12 cards.
BEFORE rolling for his turn, the player lays down on top of the MATCH PILE the TR-5 card to match the total of the drop. He sees that he does not have to roll the dice since his next move will be to use the LUCK PLUS card and STOP-11 card, followed by the GO-11 card for his bonus cards. The player eliminates all his cards and wins the hand.
EXAMPLES OF POSSIBLE COMBINATIONS AND WHEN A TURN CAN END: If a 3 and a 4 are rolled on the dice, the following can happen if different types of 3 and 4 cards are played
GO-3 and GO-4 - Turn continues.
GO-3 and TRANSFER-4 - turn continues.
*GO-3 and STOP-4 - turn ends.
TRANSFER-3 and TRANSFER-4 - turn continues.
*TRANSFER-3 and STOP-4 - turn ends.
STOP-3 AND STOP-4 - turn ends.
The order of placing the cards on the match pile can be reversed except in examples marked by * in these cases, the STOP card must always be played LAST.
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