Rolling the Dice
I know the dice game you're talking about, but can't remember the name, either.
If you played for drinks at the bar, it was probably Ship, Captain, and Crew .... a.k.a. "6,5,4" in some other jurisdictions, but not the U.S. Navy. A slight variant to the game is "Ace high in the P.I." .... 
I was introduced to the dice cup in the Pentagon in 1977 even before I went to Pensacola as the "cup came out" every day at 1630 after the passageway door was locked. Everyone in office sat around a table and the beer fridge was unlooked. Whoever lost was responsible for getting beer into the fridge for the next day. We rolled one round for the beer and another for the hot Spanish Peanuts that had to be brought in from the concourse precisely at 1629. It taught me the rules so I was ready for instructors at PCola who always "brought out the cup" when the Mustin back bar was full of students. Just like 5 card stud, you got to know the odds and a bit of strategy. Like Huggy and A4s, I've heard no name attached to "rolling the dice" and various names like "Horse and Hammer" or even just plain "Dice". Regardless, there are some wise sayings/rules when it comes to playing:
1. ALWAYS preflight the cup when it is passed to you (you buy a round if less than 5 come out of cup and some folks are known to take advantage of that).
2. Don't stack the dice (you need a technique that ensures they all land bt themselves).
3. While ensuring your dice don't stack, make sure one or more don't leave the playing surface.
4. First person eliminated has to make sure drinks arrive before game concludes (challenging in a large roll and/or crowded bar; make sure to take care of the bartender if he/she cooperates; Fallon uses tokens to make it easy on first person out).
5. Five of a kind is an auto-out (aces are always wild) and some bars use 4 of of a kind...make sure the rules are announced before you roll, but five aces sets you up to buy the house (at a real Naval Aviation Bar, you'll be duly inscribed on a plaque though).
6. Speaking of real Naval Aviation Bars, look for a plaque with the house rules in case there's a variation from the way you're used to play.
7. "You'll never get hurt in a big roll".....(great saying, but at least one person will lose, but more that play, the less chance you'll lose and savvy players figure their odds are low if there are neophytes present especially if they go to the finals with one).
And if you make the finals....(best of three alternating starts after a one dice simo-piddle)
1. "Six savers" never win (in the finals)
2. If you get trash on first or even second roll, only thing worth saving is an ace
3. If you are rolling first. you want to give your opponent the least amount of rolls to come back at you so you need to learn what is "fleet average" and what can be reasonably improved to a winning roll.
4. If you lose, the bartender will be looking for you to settle up so it's time to magnanimuosly declare "Beer for my friends!" and pull out your wallet with a smile on your face even if you just bought a round of twenty drinks.
5. If you lose, you now "own the cup" so "bring it out" again immediately (odds are you'll be safe....this time).
So if you're new to Naval Aviation, you might want to watch out for the Dice Cup and Klondike and friendly Fleet Aviators inviting you to partake in a rite of passage. Just got to learn the ropes and it can be a lot of fun and somewhat rewarding.