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Lexio

Lexio Rulebook

Table of Contents

Table of Contents

  • Components
  • Tile Hierarchy
  • Setup
  • How to Play
  • Winning
  • Game Over Conditions
  • Combinations
  • Comparing Tiles
  • Chips
  • The Speciality of "1"

Components

  • Tiles
  • 5 Reference Cards
  • 65 chips
  • 15 Red tiles
  • 15 Green tiles
  • 15 Yellow tiles
  • 15 Black tiles

Chip values: Red - 25 points, Green - 5 points, Yellow - 1 point.

Lexio begins with all the players having an equal number of blocks and ends when a player plays his last tile(s). From the first person, the turn goes clockwise. Players must keep two basic rules in this game.

  • Must put down the same number of tiles as the previous player did.
  • To play following another player the player must put down a stronger tile (or combination of tiles).

Tile Hierarchy

Lowest to Highest: 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 1, 2.

The tiles are numbered 1 through 15, with the strongest number being 2. Therefore, 3 is the weakest number.

If the numbers are the same, then color has a hierarchy: it is Red > Green > Yellow > Black, with Red being the strongest.

Setup

  1. Chips - Regardless of the number of players, each player gets 4 yellow chips, 4 green chips, and 5 red chips.
  2. Tiles
    • 3 players - 12 tiles each, using the range of numbers 1~9.
    • 4 players - 13 tiles each, using the range of numbers 1~13.
    • 5 players - 12 tiles each, using the range of numbers 1~15.
  3. Reference card - Each player gets one reference card.

How to Play

  1. The player with a black three plays first.
  2. The starter, using the reference card, puts down a combination. He does not have to put down Black 3.
  3. The next player puts down the same number of tiles but a stronger combination.
  4. If the player can't put down a combination, he says "pass" and waits for the next turn. Saying "pass" doesn't necessarily mean that the player has to "pass" until the starter changes.
  5. If everyone passes except one player, the player becomes the 'starter' and gives a new combination. It doesn't matter what combinations have come before.
  6. Repeat steps 1, 2, 3.
  7. If a player puts down all his tiles the first round ends.
  8. The winner of the first round confirms if any other player has a tile of number 2. The player(s) with a tile numbered two must pay the winner twice as his number of tiles. For example, when a player has four tiles left and has a tile of 2, he must pay eight tiles. If there are two 2's, he must count his tiles as sixteen tiles. Etc.
  9. Mix up the tiles and play up to five rounds. Players can change the number of rounds they want to play.

Winning

The player with the largest number of chips wins the game.

Game Over Conditions

  • After five rounds.
  • When there is a person who has no chips left.

Combinations

Combination is the various types to put the tiles down. Combination can be 1, 2, 3, or 5 tiles at once. Players can't put down four tiles. The combination of five tiles is called a 'made'.

  • 1 Tile - Single: One tile.
  • 2 Tiles - One Pair: Two tiles of the same number.
  • 3 Tiles - Triple: Three tiles of the same number.
  • 5 Tiles:
    • Straight: Five consecutive numbers regardless of color (e.g. 3, 4, 5, 6, 7).
    • Flush: Five tiles of the same color regardless of number.
    • Full house: Three tiles of the same number and another two tiles of the same number (one pair + one triple), e.g. 3, 3, 3, 12, 12.
    • Four card: Four tiles of the same number and another tile of any number, e.g. 4, 4, 4, 4, 1.
    • Straight Flush: Straight + Flush, e.g. 4, 5, 6, 7, 8, all in red.

'Made' hierarchy, from weakest to strongest: Straight < Flush < Full House < Four Card < Straight Flush.

Comparing Tiles

  • Single: 4 Red beats 4 Green, etc.
  • One Pair: 4 Yellow and 4 Red beats 4 Black and 4 Green.
  • Straight: Compare the first number, then the color. 5G, 6Y, 7G, 8B, 9Y < 5Y, 6G, 7Y, 8G, 9R < 6, 7, 8, 9, 10 (any colors). The strongest Straight is 1, 2, 3, 4, 5. Next is 2, 3, 4, 5, 6, and the next is 12, 13, 14, 15, 1.
  • Flush: Compare the biggest number from the five tiles. When the number is the same, compare the color.
  • Full house: Compare the three tiles of the same number.
  • Straight Flush: Compare the numbers first and then the color if the numbers are equal.

Chips

Places 2nd, 3rd, 4th, and 5th give the winner chips equal to the number of tiles they have left. Players finishing 2nd through 5th also compare the difference in the number of tiles between each other and give chips to each other accordingly. If a player has a "2" among his remaining tiles, he must double the chips he gives. Owing more than one "2" multiplies the payment further: the first 2 doubles the payment, the second 2 triples it, and so on.

The Speciality of "1"

In this game the number "1" can be used as the last number to make a Straight. For example, when 3 players play (using only numbers up to 9), '1' can be used as '10'. If four players play (using only numbers up to 13), '1' can be used as '14'. Although '1' can be used as the last number of a Straight, it still retains its power as a '1' for the purposes of comparison.