Set-up
The player considered the luckiest keeps score. Another player shuffles the cards and places them face down in the centre. The scorekeeper starts.
Game rules
A clear reference for the official game flow, scoring and special cards. The tracker can also apply optional house rules, which may deliberately differ from this page.
Open the score tracker6 dice and 56 cards: 1 Cloverleaf, 5 Fireworks, 10 Stop, 5 Straight, 5 Plus/Minus, 5 ×2 and 25 Bonus cards (five each of 200, 300, 400, 500 and 600). You also need paper and pencil—or this tracker.
The player considered the luckiest keeps score. Another player shuffles the cards and places them face down in the centre. The scorekeeper starts.
At the start of your turn, reveal the top card. Unless the card says otherwise, roll all six dice. After every roll, set aside at least one scoring single die or one valid triplet. Dice set aside in earlier rolls cannot be combined into a triplet.
If a roll contains no valid single die or triplet, your turn ends and you score nothing from that turn. Pass the dice to the player on your left.
After a valid roll you may stop and bank every point scored in the turn, or continue with the remaining dice. If you continue and later roll a null, all points from that turn are lost.
When all six dice have been set aside after one or more rolls, you have made TUTTO. You may stop and bank the turn, or reveal a new card and continue with all six dice. A Stop card or null roll then loses all points accumulated in that turn.
Make TUTTO to add the number shown on the card. If you stop before TUTTO, score only the dice.
Make TUTTO to double all points rolled in this turn. Stop before TUTTO and only the normal dice points count.
Your turn ends immediately.
Keep rolling until a null. After each roll, set aside every valid single and triplet. After TUTTO, continue with all six dice without drawing another card. The turn ends only on a null, but you still score all points from the turn.
You must make TUTTO and may not stop. On success, score exactly 1,000 points and the leader loses 1,000. If several players share the lead, each loses 1,000. If you are leading, you do not deduct points from yourself. A null scores nothing.
Make TUTTO twice in a row in the same turn. You may not stop. A null scores nothing; success ends the game immediately and you win regardless of the score.
The valid dice are now the six different numbers 1–6. After every roll, set aside at least one number not already collected. A roll with no new number is a null. Complete the straight to score 2,000 points; it also counts as TUTTO, so you may continue.
When a player reaches at least 6,000 points, finish the round until every player has had the same number of turns. The player with the highest score wins.
Transcribed from the official English rule sheet supplied with the game. House rules selected in the tracker may deliberately change these rules.