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Bunco

Players
12 in three teams of four tables, or any multiple of 4
Dice
3 dice per table, a bell and a score pad
Level
Easy
Time
About an hour and a half

A party game of pure luck: roll three dice, hit the number of the round, and shout when you get a Bunco.

vs AnaOne game · about 2 min
Play Bunco now

At a glance

Six rounds, one number each

Bunco is played by 12 people (or any group in fours) in six rounds. In round 1 you score for every 1 you roll, in round 2 for every 2, and so on up to 6.

Everything is luck, so it is a game for talking, snacking and cheering. A , three dice that all match the round number, is the biggest prize.

Setup

Three tables of four

Set up three tables with four seats each. Players at opposite seats are partners. Each table needs three dice and a score pad; the first table is the and gets a bell.

Number the tables 1, 2 and 3. Every player also gets a card to tally their own wins.

Starting a round

The bell starts round 1

The head table rings the bell and every table starts at once. The round has a number: round 1 is 1s, round 2 is 2s, and so on.

One partner from each team plays while the other cheers and keeps score. When the round ends, everyone stops and writes down their result.

A turn

Roll, score, roll again

Roll all three dice. Every die that shows the round number scores 1 point. If you score anything, roll again, and keep going. When a roll scores nothing, the dice pass to the player on your left.

In round 3 you roll 3, 1, 3: two 3s, so 2 points, and you roll again.

Anything matching the round counts.

Your move

It is round 3, so every die showing a 3 scores. You roll 3, 1, 3. How many points do you score?

Special rolls

Mini Bunco, and Bunco

Three dice that match each other but are not the round number are a : 5 points, and you keep rolling.

Three dice that all show the round number are a : 21 points. It ends the round for the whole room, and you call out "Bunco!"

Shout it.

Scoring a round

First to 21 ends the round

A round ends when someone at the head table rings the bell after reaching 21 points. Each table's score pad then shows which team has more points; that team wins the round.

Most groups move players like this: winners at table 2 and 3 move up one table and losers stay. At the head table the winners stay and the losers move to the last table.

Tally wins, losses and Buncos

Everyone writes their own tally: a win for each round their team won, a loss for each round it lost, and a mark for every Bunco they rolled. The score pad tracks points inside the round; the tally tracks the party.

Players keep their own cards when they move tables.

Winning

Prizes after six rounds

After round 6 everyone adds up their wins. The usual prizes: most wins, most Buncos, most losses (a booby prize) and a last Bunco. Ties are settled by a roll-off.

Buncos are random, so the booby prize is the one everyone wants to avoid and no one can.

Point at a dot to see why it matters

Try a game

One round against Ana: hit the number of the round, and shout when you roll a Bunco.

Bunco · practice game

Variants and house rules

Different table moves
Some groups move the losers instead, or mix partners every round. Agree the rules before the first bell.
Wild dice
A special die in a different colour counts as a Bunco if it shows the round number. It adds extra tension.
Money in the pot
Many groups play for a small pot. Keep it light: the game is built for a social evening.

Tips from the table

  1. Keep the pace up: only the rolling team talks, the other partner keeps score and keeps an eye on the dice.
  2. Round numbers change who is lucky: round 1 and round 6 are the same odds, so don't hoard your 1s.
  3. Use a bell with a good sound. Everyone will want to ring it.

Bunco: quick answers

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