Bunco by dffhrtcv3

VIEWS: 12 PAGES: 16

									           Bunco
Simply speaking, Bunco is a game of dice,
   played in rounds. Players take turns
rolling the dice and trying to accumulate
 as many points as possible to win each
  round. The game is played at tables of
     four in competing teams of two.
         The History of Bunco

Bunco was originally "8-Dice cloth" according to the
World Bunco Association which was a dice game in
18th-century England. It was imported to San
Francisco as a gambling activity in 1855, where it gave
its name to gambling parlors, or Bunco parlors, and
more generally to any swindle. After the Civil War the
game evolved to a popular parlor game. During the
1920s and Prohibition, Bunco was re-popularized as a
gambling game, often associated with a speakeasy.
Law-enforcement groups raiding these parlors came to
be known as "Bunco squads". Bunco as a family game
saw a resurgence in popularity in the 1980s.
               GETTING STARTED
• Determine how many tables in play by counting how many
  are playing and divide by 4. Each table is numbered 1
  through 5. There are 4 players at each table and 3 dice. A
  bell is placed on the Table One. A boa is placed on the last
  table.
• 20 Bunco Score Cards are prepared. Each card is labeled
  with a Table number and a Player letter on one side and a
  place to keep your score on the other side.
• Players draw a score card at random when they arrive and
  sit at the table indicated on your card. Your partner for the
  first round ONLY will be the other player with the same
  table # and player letter. For example if your card has
  Table #3 and Player letter B, you will sit at table 3 and your
  partner is the other player with the same table # and player
  letter. Sit opposite of your partner. **There are
  instructions below if there is an odd number of players.
     Not enough or too many players?
• If you have multiples of four players – no problem.
• If you have one extra player, then that player will be the hole
  puncher for the first round. Each player will take a turn to be the
  “hole puncher” for a round of play.
• If some people sit out more rounds than others, recognize winners
  based on percentages. For example, Lucy has won 68% of the
  games she played, and Suzy has won 72% of the games she played,
  so Suzy is the ultimate winner!
• If there are 2 extra players, those 2 players will play at the last table.
  They each will have a ghost partner. **See next slide. After each
  round, there should be a different 2 players who have a ghost
  partner, unless a player with a ghost partner moves to Table One.
• If there are 3 extra players, those 3 players will play at the last table.
  Only one of the players will play with a ghost. Again, after each
  round, there should be a different player with the ghost partner,
  unless that player moves to Table One.
       Playing with a Ghost

• If you are only missing a partner you can
  choose to play with a ghost. Get a big stuffed
  animal to be the “ghost” player and set it in
  one of the chairs. The ghost’s teammate will
  roll for himself/herself and for the ghost.
  Whoever is teamed with the ghost for the
  next rounds will do the same.
• It is a bit tricky playing with a ghost. Don’t
  miss the ghost’s turn to roll the dice.
            Warning
Some of you already know how to play your
version of Bunco. The instructions that you
see on the next few slides may be different
than you are used to. You are going to play
the way you are instructed on these slides
NOT your way. The idea here is to learn
something new.
                 HOW TO PLAY
• There are six rounds in each set of Bunco. Table One
  controls the pace of play by starting each round and
  ending each round with a ring of the bell. The oldest
  person at the table is the first person to roll.
• Players earn points by rolling the three dice. In each
  round, players are trying to roll the same number as
  the round, or the target number. So if you are playing
  the first round, the target number is 1 and you count
  how many 1’s you roll on the dice. If you are playing
  round 4, the target number is 4, so you count how
  many 4’s you roll on the dice.
• One point is awarded for each target number rolled
  successfully. For example rolling             in round 1
  earns 2 points, in round 2, the same roll earns one
  point. In rounds 3-6 this roll earns no points.
• Five points are awarded for rolling three of a kind of
  any number except the current target number. For
  example rolling                in round 3 earns 5 points.
• BUNCO! is called when rolling 3 of a kind of the target
  number. For example, rolling                in Round 3.
  Rolling BUNCO is worth 21 points, but the player has to
  yell it out to get credit for it.
               Scramble
          This can be optional

After anyone rolls a BUNCO, all players scramble
to grab the three dice. The player who rolls the
Bunco only gets the 21 points IF that player or the
partner gets all three dice. If the other team gets
one or more of the dice, then whoever grabbed a
die gets to count the points equal to the number
on each die they grabbed.
• Each player rolls as long as they score one or more points.
  When they fail to roll the target number on any of the dice,
  the dice are passed to the player on the left. Each set of
  partners (a team) MUST keep track of how many points the
  team earns as players continue to take turns rolling the
  dice. If there is a disagreement at the table about the
  score, then each team at the table starts back at 0.
• The round is over when Table One reaches 21 points. They
  ring the bell and the round is over for everyone. The other
  tables keep rolling until the high table rings the bell. They
  may score more than 21 points.
   Tiebreakers during a Round
• If both teams at one of the lower tables have a tied
  score at the end of a round, they participate in a roll-
  off. They are each allowed to roll the dice again for one
  session to accumulate additional points. Player #1
  starts off rolling first. This player will continue to roll
  and accumulate points as long as they are successfully
  rolling the number of that round. Each player is given a
  session to roll and accumulate points for their team to
  end the tie.
• If at the end of this session one team is now in the
  lead, the roll-off ends. The team with the highest score
  is deemed winner. If needed, additional roll-off
  sessions are repeated until the tie is broken.
         CHANGING TABLES

At the end of each round the winning team
from each of the lower tables move up to a
higher table. The winning team from Table
One stays at that table. The losing team from
the Table One moves to the last table. During
the switch partners MUST be changed at every
table EXCEPT Table One.
               The Score Card
• Players keep track of their scores on their own BUNCO
  Score Card.
• When a player rolls a BUNCO, that player uses the hole
  puncher to punch a hole in the BUNCO section of the score
  card. Only the player that actually rolled the BUNCO gets
  credit. The player's teammate does NOT get a hole punch.
• When a team wins a round, both players use the hole
  puncher to punch a hole in the WIN section of the score
  card.
• At the end of the BUNCO session, all the players total their
  wins and BUNCOS on their scorecards for a chance to win a
  prize.
 ***** The teacher or a designated player can be the hole puncher.*****
                    Traveling
                 This is Optional

• One option: Whoever rolls a Bunco gets to wear a
  BOA. When someone else rolls a Bunco, it is their
  responsibility to get the boa from the last player who
  had it. The last person wearing the boa wins a prize.
• Another option: Whoever rolls a Bunco gets a "Fuzzy
  Die" or other (preferably soft, tossable) object. When
  another player calls a Bunco, then the player who has
  the object throws it at the player who called Bunco.
  The player holding the object at the end of the game
  wins a prize.
                      Wipeout
                   This is optional

• When playing wipeout, each round of Bunco is only
  played from 2 to 6. The ones round is skipped. Rolling
  three ones in any of the rounds is called a wipeout and
  is not counted as a Bunco. The player rolling the
  wipeout loses all of his/her team’s points for the round
  and must start over.
• Traveling Wipeout is played like regular traveling, but a
  different soft fuzzy is thrown around and whoever
  holds it at the end of play gets a consolation prize.
• Any player who rolls a wipeout must record it with a
  W on their score card. If not recorded, it will not be
  counted.
          Possible Prizes
• Most BUNCOs
• First BUNCO
• Most Wins – player with the most hole punches in the
  win section
• Fewest Wins – player with the fewest hole punches in
  the win section
• Traveling – last person wearing the Boa or holding the
  object.
• Most Wipeouts – player with the most W’s on the
  score card
• Traveling Wipeout – last person holding wipeout object

								
To top