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BUNCO INSTRUCTIONS

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									BUNCO INSTRUCTIONS
Object of the Game

To have the highest number of Wins, Losses and/or Bunco’s at the end of six rounds of
play (one game) or after total number of games played that evening.

Terms

BUNCO – Three-of-a kind of the number that corresponds to the round currently being
played (three “1’s” in Round One, three “2’s” in Round Two and so on.) This is often
called a “true” Bunco and is worth 21 points team points. A true Bunco rolled at the
Head Table (Table 1) scores 21 points for the winning team and ends the round; however
the Bunco roller must continue play until they no longer roll any scoring dice in case they
roll Snake Eyes or another Bunco which can significantly affect the outcome of the game.

BABY BUNCO – Any three-of-a-kind that is different from the number of the round
being played. For instance, three 6’s, 5’s, 3’s, or 2’s rolled during Round 4. Baby
Bunco’s score five points on the team score card.

SNAKE EYES – Three Ones - Loss of all points for the both teammates in all rounds
except Round One when you are rolling for Ones.

GHOST – If you are short a player at a table, you can play with a “ghost” partner by
rolling the dice for the ghost, with you and the ghost being a team. You take the ghost
with you to the next table and switch partners.

TRAVELING PRIZE – This is a prize, to be determined by the present group of players,
which is taken from a previous Bunco roller whenever a player rolls a true Bunco.

Set Up

Our Bunco is played on 2, 3, 4, or 5 tables of four players each, each equipped with an
instruction sheet appropriate for the number of tables being played, a pencil for each
player, a personal score sheet for each player, one team score sheet for each game played
(usually 3), and three dice. The person sitting diagonally across from you is your partner.
The bell is placed at the Head Table (Table 1), and is rung to start everyone playing each
round. The team scorekeeper updates each team’s score and rings the bell to stop play as
soon as either team at the Head Table reaches 21 points. Players move from table to table,
as indicated on the instruction sheets on each table, taking their individual score sheets
with them, and changing partners after each round.

Round 1

The scorekeeper at Table 1, the Head Table, begins the round by ringing the bell to start
the play at all tables. Each table appoints a scorekeeper who keeps the team score sheet
updated. The scorekeeper at each table plays first and determines who is Team One or
Two. The players take turns going clockwise trying to roll Ones. Whenever a player rolls
a dice with a One showing, the scorekeeper counts each One as a point for that player’s
team They continue rolling until they fail to roll at least one One, a Baby Bunco or a true
Bunco. The dice is then passed to the player on the left. If he/she does roll three Ones in
Round One, it is a true Bunco. The player shouts Bunco, and takes possession of the
Traveling Prize. If someone else rolls a Bunco later in the round or any time after, this
player will take the Prize away from the previous holder. Play
continues until one team at the Head Table accumulates 21 points, either one by one or
by rolling a Bunco. Player must continue rolling until they do not roll any scoring dice
and then rings the bell to
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stop play immediately. At the Head Table, the winners remain, but change partners and
the losers leave, going to the table indicated on the instruction sheet on the table. It does
not matter how many points teams at the other tables accumulate. These scores
determine which team wins or loses each round. The team with the most points at each
table wins that round and each team member scores one win in the “W” column on their
personal score card. Each member of the losing team scores one loss in the “L” column
on their individual score sheet. Individuals also score one point in the “B” column for
each true Bunco they roll. The winners move to another table for Round Two as per
instruction sheet on each table, taking their score sheet with them, and change partners.
The losers remain at the same table but change partners. Scoring information is also on
the instruction sheet.

Round 2

Play continues as in the first round, except now roll for Twos instead of Ones. Baby
Bunco’s are now for rolling 3 Threes, Fours, Fives or Sixes for 5 points, and 3 Ones are
now Snake Eyes and eradicate any and all of your team’s points. Play still continues as
you try to regain your points before a team at the Head Table reaches 21, rings the bell
and ends the play for Round 2.

Rounds, 3, 4, 5, and 6 continue in the same way except you are now trying to roll for
Threes, Fours, Fives and Sixes respectively, as well as for Bunco’s and Baby Bunco’s.

After six rounds (One Game) are completed, (or total number of Games that are played
that evening, usually 2 or 3, which is either 12 or 18 rounds) are completed, each player
tallies their individual scores and keeps their score cards.. Determine that every player
has the correct number of rounds on their score card. If they are missing one, they should
mark it down as a Loss. If they have an extra one, a Win should be deducted. The player
with the most “Wins” receives the largest prize, most “Bunco’s” is next and then the
player with the most “Losses”. If there is a tie, even 3 or 4 ways, a 1-dice “roll-off”
breaks the tie, highest number winning. If there is a two-way tie, the players may choose
to split the prize.
The amounts of money to be divided among the winners are all figured out according to
the number of players that evening. The pay-off numbers are included in the Bunco
instruction binder.

If a player or players choose to leave before the last rounds are played by the majority of
players, they forfeit their claim to any of the prizes, but the pay off amounts will be based
on the original number of players.

If you have one extra player (beyond the even amount of 12, 16 or 20), you can have a
different player sit out each game, keeping track of sit-outs with a list. To even out the
number of games played in case all the players do not get a chance to sit out, those that
are short a game roll the dice and a 1,2,or 3 are counted as a loss and a 4, 5, or 6 counted
as a win.

The start time may be determined by the present hostess, usually 7:00 or 7:30 PM, and
each participant is asked to bring either a snack, dip or desert type refreshment and the
hostess will usually provide the drinks (ice, soda, beer, water, wine or whatever she
prefers).



Updated June 28, 2006

								
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