GOAL
Be the first player to reach the target score. When someone hits the target, every other player gets one final Last Licks turn — highest score wins.
THE DICE
4 white dice show: 2, 3, 4, 5, 6, 10
1 black die shows: 2, 3, 4, 5, 6, ☀ Sun
YOUR TURN
- Roll all 5 dice.
- Keep one or more scoring dice (tap to select).
- Bank to lock in your points, or Roll the remaining dice to try for more.
- If you Wimpout (no scoring dice), you lose all turn points and pass the dice.
SCORING
5
5 pts
10
10 pts
☀ Sun
10 pts (acts as wild)
Flash (3-of-a-kind)
Face × 10 pts
e.g. three 4s
40 pts
The Sun is wild — a pair plus the Sun counts as a Flash.
SPECIAL ROLLS (all 5 dice)
🌈 Sampler
All 5 different → 25 pts, must roll all 5 again
🚂 Freight Train
All 5 same → Face × 100 pts, auto-banked
🚂 Five 6s
600 pts — Instant Win!
💥 Supernova
Five 10s — you're eliminated!
HOUSE RULES
The base game enforces an entry requirement, flash clearing, and hot dice rolling. House rules let you relax any of these constraints.
Open Entry off by default
Removes the entry requirement. Normally a player must score 35 or more points in a single turn to get on the scoreboard — with this rule, anyone can bank any positive score from turn one.
Flash Banking off by default
Removes the flash-clearing obligation. Normally after rolling a Flash you must roll the remaining dice at least once — with this rule, you can bank immediately after a Flash.
Hot Dice Banking off by default
Removes the hot-dice re-roll. Normally if all 5 dice score in a single roll you must roll all 5 again — with this rule, you can bank right away.
Flashes Optional off by default
Normally a Flash must be taken. With this rule enabled, you may ignore a Flash and score only individual dice from that roll instead (e.g., keep a 5 or 10 rather than the three-of-a-kind).