Lucky Lap Wiki

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Rolling the dice

The roll button, auto-roll, rolls and the roll bank, how rolls refill and grow with your level, the multiplier, Lucky 7s and the Lucky Lap, and what to do when you run out.

A white die with red pips
Rolls

The roll button

Tap ROLL to throw the dice. They land on the board just ahead of your token, the total pops up over them, and your token walks that many spaces. Whatever the space it stops on does happens next: see Board spaces.

A throw costs one roll, or more with the multiplier. Rolling a double shows "Doubles!". Doubles don't give an extra turn, but they count towards the Quick Win "Roll 3 doubles", and doubles are what you need at park security.

You can't roll while a prank or heist is waiting for you: finish it first. See Pranks and heists.

Auto-roll

Hold ROLL and a second colour pours into it from the top. Keep holding until it's full and the game rolls for you, one roll after another, with the full show each time. The button reads AUTO and TAP TO STOP.

Auto-roll stops when you tap the button, when you run out of rolls ("Auto stopped: out of rolls."), and when you open Build or any other screen. A prank or heist still waits for you to pick a ride or a door.

Auto-roll opens during your first session, when Pippa shows you how it works.

Rolls and the roll bank

The pill under ROLL shows your rolls and the size of your roll bank, for example 34/50. You start the game with 60 rolls.

The roll bank is how many rolls the game refills for free. Rewards are never held back by it: rolls you win or buy can take you above the bank's size. The free refill simply waits until you're below it again.

How rolls refill

While you have fewer rolls than your bank holds, free rolls arrive over time, whether or not the game is open. At the start the rate is 8 rolls an hour, one every 7½ minutes. "Next roll" under the pill counts down to the next one. At 8 an hour, an empty bank of 50 fills up in about 6 hours 15 minutes.

If you allow notifications, the game can tell you when your bank is full again. See Notifications.

A bigger bank and a faster refill

As your player level climbs, your roll bank grows by 5 every ten levels, up to 100, and the refill speeds up by one roll an hour every twenty levels, up to 15 an hour. You earn five levels in every park, so the bank first grows when you start your third park.

Player levelYou reach it when you start parkRoll bankFree rolls an hour
1 to 101508
11 to 203558
21 to 305609
31 to 407659
41 to 5097010
51 to 60117510
61 to 70138011
71 to 80158511
81 to 90179012
91 to 100199512
101 to 1202110013
121 to 1402510014
141 and up2910015

When a level grows your bank or your refill, the level-up shows a full card saying so, for example "Your roll bank now holds 55 rolls".

The multiplier

The multiplier is the coin on ROLL's shoulder, marked x1. Tap it to step through the multipliers you can use right now. At x2 every throw costs 2 rolls and pays double; at x10 it costs 10 rolls and pays ten times as much; and so on.

What it multiplies

  • Coins from every space and from passing the gate, including the jackpot fountain.
  • Rolls won on the board: the fortune teller, crew chests and park security.
  • Tickets for today's event.
  • Prank and heist prizes, and the tournament points they score.
  • Repair fees too, though a fee never takes more than a tenth of your coins.

It doesn't change how far you move, how many stalls a plot gets (one per visit) or the crew key a chest gives (always one). The zone wheel pays more when the stalls that filled its zone went up at a higher multiplier.

When it unlocks

The multiplier opens when you finish your first park. "Multiplier unlocked!" pops up and the coin appears by ROLL. In your first park every roll is x1.

The balance it needs

x1 is always there. Anything higher needs a balance of at least 20 times the multiplier:

MultiplierEach throw costsRolls you need to use it
x11 roll1
x22 rolls40
x33 rolls60
x55 rolls100
x1010 rolls200
x2020 rolls400
x5050 rolls1,000
x100100 rolls2,000

If your rolls drop below what your multiplier needs, it steps down by itself to the highest one you can still use, and says so: "x5 needs 100 rolls. You're on x3 for now." It comes back once your rolls are high enough again; tap the coin to pick it. Stepping round to x1 while a higher multiplier is still out of reach tells you when it opens, for example "x10 opens at 200 rolls." When only x1 is possible the coin turns grey.

The multiplier doesn't change your luck, only the size of the throw: what the space pays, and what a repair fee costs, both grow with it. A high multiplier also uses up your rolls faster, so keep an eye on the pill under ROLL.

Lucky 7s and the Lucky Lap

The seven bulbs round the left of ROLL are the Lucky 7s meter. Every time your dice add up to 7, a spark flies from the dice into the meter and lights a third of a bulb. Three 7s light a bulb, so it takes 21 sevens to light all seven. About one throw in six is a 7.

When all seven bulbs are lit, you get a Lucky Lap: seven free moves of exactly 7 spaces each, one after the other, with the camera riding along with your token. Seven moves of 7 is 49 spaces, so a Lucky Lap always takes you past the gate.

  • The moves cost no rolls, so a Lucky Lap goes ahead even with none left.
  • Every space you land on pays as usual, except that a repair fee is skipped: no fees on a Lucky Lap.
  • A tram, park security or the fortune teller plays as usual. The lap waits while you play a prank or heist, then carries on.
  • Each move pays at a multiplier taken from the multipliers of the 7s that lit the meter, so a lap built from x3 throws pays more than one built from x1 throws. Changing your multiplier just before the meter fills makes no difference.
  • The lit bulbs count down the moves left. At the end, a banner shows what the lap paid.
  • The lap's own 7s don't light the meter. After it, the meter starts again from empty.

Your first Lucky Lap comes in the tour: Pippa fills the meter for you. Tap the meter any time to see how many 7s it holds.

Running out of rolls

With no rolls left, tapping ROLL says how long until the next free one: "Out of rolls. Next one in 6:40." Ways to get going again: