
- BGG rank
- BGG #977
- BGG rating
- 7.1
MLEM: Space Agency
- 2–5 players
- 30–60 min
- Complexity 1.8/5
- 2024

2021
Rules assistance for Don't L.L.A.M.A. Dice
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.
For 2 players

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Answers come from the official rulebook, with the page to check.
Don't L.L.A.M.A. Dice is a board game released in 2021 for 2–6 players, 20 minutes per game, and ages 8 and up. It was designed by Reiner Knizia and its main mechanics are Push Your Luck and Dice Rolling.
With the right roll of the dice in LAMA Dice, you can rid yourself of number cards — but you'll need to quit at the right time before you possibly bomb out and collect a lot of minus points. You can possibly ditch these points later, but you'll need the perfect number roll or triple llama luck. In more detail, the game lasts a number of rounds, and at the start of each round you lay out the seven "black-backed" cards that show a llama and the numbers 1-6 in a "llama row". You're dealt six cards from the deck — which consists of llama cards and cards numbered 1-6 — and you lay those cards in front of you. On a turn, you roll the three dice or quit the round; if you roll the dice, then: If one or more of the dice match the cards in front of you, you can discard one card for each matching die. If you roll three llamas, you can discard one point token that you've collected. If none of the dice match cards in your row, then you must take one of the llama row cards that does match and add it to your display. If none of the dice match either cards in your row or cards in the llama row, then you must take all remaining cards in the llama row, ending the round. If you quit the round, you turn your remaining cards face down and skip any subsequent turns. The round ends when the llama row is empty, when someone discards their final card, or when all players have quit. (When all but one player have quit, the final player can keep taking turns as long as they like, but if none of the dice match cards in their row, then they automatically bust and take all cards in the llama row.) You then look at the cards remaining in front of you and collect points: 10 points if you have one or more llama cards, and points equal to the card value, with each number card counting only once. If you discarded all of your cards, you can discard a previously collected point token. (Tokens are worth either 1 or 10 points, and you can always swap ten 1s for a 10 token.) You play multiple rounds until one player has collected 40 or more points, at which time the player with the fewest points wins.
Don't L.L.A.M.A. Dice supports 2–6 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for Don't L.L.A.M.A. Dice is 20 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Don't L.L.A.M.A. Dice for ages 8 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Don't L.L.A.M.A. Dice has a complexity rating of 1.1 out of 5 from BoardGameGeek players, which makes it a light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
Don't L.L.A.M.A. Dice belongs to these categories: Dice. Its main mechanics are Push Your Luck and Dice Rolling. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Don't L.L.A.M.A. Dice are: Reiner Knizia. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Don't L.L.A.M.A. Dice as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.