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Glossary
Short definitions of every Lucky Lap term, from auto-roll to the zone wheel, with links to the pages that explain them.
A to D
| Term | Meaning |
| Auto-roll | Hold ROLL until it fills up and the game rolls for you until you tap it again. See Auto-roll. |
| Build mode | What the Build tab opens: price tags on your rides, so you can build them. See Build mode. |
| Builder's bonus | 30 rolls for your tenth build in your first park. See Gifts in your first park. |
| Coins | What the spaces pay and what rides cost. See Where coins come from. |
| Crew chest | A space that gives a crew key, sometimes rolls too. See Crew chests. |
| Crew key | What a crew chest gives. Saved up for crew rewards with friends, which are coming later. |
| Daily gift | The 7-day login calendar: one gift a day. See Daily gift. |
| Damaged ride | A ride that dropped a level from another player's prank. It shows a hammer until you repair it. See Being pranked. |
| Doubles | Both dice showing the same number. Wins the prize at park security and counts for one Quick Win. |
| Duplicate (spare) | A second copy of a sticker. It gives stars and can be sent to a friend. See Stars and the vault. |
E to L
| Term | Meaning |
| Event | Each day's themed event: land on its spaces for tickets and reach milestones for prizes. See The daily event. |
| Fee (repair fee) | A space that costs a few coins, never more than a tenth of yours, and tops up the jackpot fountain. See Repair fee. |
| First session | See Tour. |
| Fortune teller | A space that gives rolls or coins, at random. See Fortune teller. |
| Free gift | 5 rolls in the shop every 8 hours. See Free gift. |
| Friend code | Your six-character code that friends type in to add you. See Friend codes. |
| Friend reward | 25 rolls when a friend finishes their first park, for up to 10 friends. See Friend reward. |
| Gate | The first space, under the arch. Passing it pays a lap bonus. See The gate. |
| Heist | Flipping vault doors in another park until three of a kind match, for coins. See The heist. |
| Jackpot fountain | A corner space that pays out everything in the fountain. See Jackpot fountain. |
| Lap bonus | The coins you collect each time you pass the gate. |
| Level (player level) | Your level, one for every five builds. Levels grow your roll bank and refill. See Player levels. |
| Level (ride level) | Each ride's stage, from 1 to 5; level 5 is gold. See The rides and their levels. |
| Lost & Found | The corner where park security walks you. Landing there does nothing. |
| Lucky Lap | Seven free moves of 7 spaces, no repair fees, when the Lucky 7s meter is full. See Lucky 7s and the Lucky Lap. |
| Lucky 7s meter | The seven bulbs by ROLL. Every 7 you roll lights a third of a bulb. See Lucky 7s and the Lucky Lap. |
M to R
| Term | Meaning |
| Milestone | A ticket count in the daily event that pays a prize when you reach it. There are 20. See Milestones. |
| Multiplier | The x1 coin by ROLL. At x2 a throw costs 2 rolls and pays double, and so on. See The multiplier. |
| Pack (sticker pack) | Opens into 3 to 6 stickers; its colour is decided when you open it. See Pack colours and the odds. |
| Park | The theme park you're building: five rides of five levels. See The parks. |
| Park security | A corner space: roll doubles within three tries for a prize and stay here; otherwise go to Lost & Found. See Park security. |
| Pippa | Your host, who shows you round and introduces new things. See Meet Pippa. |
| Prank | Picking a ride in another park to hit, for coins. See The prank. |
| Quick Win | One of three small jobs a day, worth 10 rolls each. See Quick Wins. |
| Repair | Fixing a damaged ride for half the price of the level it lost. See Repairs. |
| Revenge | Choosing the player who gets your next prank or heist. See Revenge. |
| Ride | One of the five attractions in a park, each with five levels. |
| Roll | What a throw of the dice costs (more with the multiplier). See Rolling the dice. |
| Roll bank | How many rolls the free refill fills up to: 50 at first, up to 100. See Rolls and the roll bank. |
S to Z
| Term | Meaning |
| Season | Eight weeks of the sticker album. A new season starts a fresh album. See Seasons. |
| Set | Nine stickers that belong together. Finishing one pays rolls. See Sets and prizes. |
| Shield | Blocks one prank on your park; you start with 3. See Shields. |
| Snack stand | A space that always pays coins. |
| Stall | Goes up on a stall plot each time you land there, up to four. |
| Stall plot | The plain coloured spaces: they pay coins and take stalls. See Stall plots. |
| Star rating | How rare a sticker is, from 1 to 5 stars. |
| Stars | What duplicates give you; 600 buy a missing sticker from the star vault. |
| Star vault | Where you trade 600 stars for any sticker you're missing. See The star vault. |
| Starter Pack | A one-time offer that opens the first time you run out of rolls, for 48 hours. See The Starter Pack. |
| Sticker | One of 108 collectibles in the album each season. See The sticker album. |
| Swap | Asking friends for a sticker you're missing, or sending a spare to one who asks. See Swapping. |
| Ticket | What today's event spaces pay; tickets reach milestones. See The daily event. |
| Tour | Your first 50 rolls, with Pippa showing you the game one step at a time. See The tour. |
| Tournament | The daily ranking of 50 places, scored with pranks and heists. See The daily tournament. |
| Tram | A space that takes you to another park for a prank or a heist. See Pranks and heists. |
| Visiting park | A made-up park the tram takes you to when no other player is about. |
| Weekly bar | Rewards for collecting Quick Wins through the week. See Weekly bar. |
| Welcome gift | 40 rolls for your very first build. |
| While you were away | The card that tells you who visited your park since you last played. |
| Zone | A group of three stall plots in a row round the board; their stalls share a colour. There are six. |
| Zone wheel | The prize for filling every plot in a zone with four stalls. See The zone wheel. |