I have to tell you, looking up whether I’d already blogged this one was substantially more difficult than I expected – apparently there’s a lot of posts with “wild” and “side” in some combination or another! Today, however, I’m specifically talking about Wild Side, a dice game that actually takes a decent amount of precision!
Rather than the behavior of the players, “Wild Side” refers to the “Wild” side of the dice, which is a crucial part of gameplay. This is, in essence, a speed matching game – all players roll at the same time, and if any players match both a Wild side and something else, the first to slap the card in the middle steals a die from the other. Multiplayer is uncomplicated by only scoring one match per roll, no matter how many are possible – excepting multiple matches with the same person – and all-Wild matches with anything, while your last die has to match with everyone. More overarchingly important, however, is that the rolling is targeted: you have a designated square of felt your dice have to land on, or you can’t benefit this turn! You can match – that is, other people can match with you – but you can’t cash in your match with anyone else. Additionally, false positives are penalized, with the gun-jumper sacrificing a die to the middle. The next person to actually match gets that die too!
All of this comes together to form a game that’s surprisingly difficult, balancing precision, speed, and perception in the struggle to steal your neighbors’ dice. As one does. The game ends when someone runs out of dice to lose, and whoever has the most wins!