|At the beginning of the first
round, each person rolls one die to see who starts the game. Highest
number begins. If there is a tie, those players roll until the tie
is broken. When the beginning rollers have been decided upon, the *Head Table rings the bell to begin. The Head Table will ring the
bell for each round to begin, or end if someone at the Head Table rolls a
Bunco. (21 points)
*The Head Table controls the game.
1. One point is scored per team for each
number rolled that is "up" for that round.
2. Bunco = 21 points for the team and one point on score card for
player rolling the Bunco.
3. Baby Bunco = 5 points for team & player rolling Baby Bunco
gets a White Elephant.
4. Wipeout = Team loses all points for that round if the player
rolls all "ones" other than in
5. If the Head Table rolls a Bunco, they ring the bell and the round
stops at all tables. (If
other players are currently rolling, they finish
their turn and collect their points.
- At the end of each round, each player marks
their individual score card with W or L
(Winner or Loser)
- Play continues for two complete sets
(sequence of 6 rounds each). At this point, we will have dessert
and/or potty break. When the last two sets have been completed,
each person then adds up their total Buncos, Wins, Losses, &
Wipeouts from each round and writes the totals at the bottom of their
score sheet. Prizes are awarded at this time.
To begin the game, each player draws a Bunco
card. (A sticker will indicate Table #1) The bell is rung at
Table #1 to signal the beginning of a round. Table #1 always
controls the game. When to begin and when to end.
Play is accomplished by throwing all 3 dice at the same time. The
person sitting across from you is your partner for the round. There
are 2 teams per table. All partners roll for 21 points, no matter
what number is being rolled. Tables #2 and #3 continue rolling, even
if they accumulate 21 points, until Table #1 (Head Table) reaches 21
points. A Bunco at Table #1 would end the round. Four sets are
played, consisting of 6 rounds each. Each round starts with rolling
ones, twos, threes, fours, fives, and finally sixes. During round
one, the goal is to roll ones, round two - twos, etc. When a player
stops rolling the number of the round, the dice go clockwise to the next
player and so on, until the bell rings and someone yells STOP from Table
#1 - signaling that the round is over. After playing rounds 1
through 6, repeat 3 more times for a total of 24 rounds. (4 games)
This is a partnership game, so between
the two partners, one will keep score for both players. Points are
accumulated by rolling the number for that round. Each time a player
rolls the correct number for the round, her team gets one point.
Example: Two ones rolled = 2 points, two sixes = 2 points.
Each time a player rolls the correct number for the round with all three
dice, it is a BUNCO and her team gets 21 points. Example:
Round 4 and all three dice rolled are 4s = 21 points. This would end
the round if rolled at Table #1. The player who rolls a BUNCO marks
it on her BUNCO score sheet. Each player keeps track of the number
of BUNCOS she rolls. Each time a player rolls three dice of any
number other than the number being rolled, it is 5 points.
Example: Round 4 and all three dice rolled are twos = 5
points. (That is a Baby Bunco). Each player continues to roll
until she no longer scores. The first team at Table #1 to reach 21
points wins the round (which could be with just one roll of the dice if a
BUNCO is called). The winners ring the bell signaling the end of the
round. (The other two tables may have higher scores). Play
ceases at all three tables, unless a player has rolled a number from that
round. Then she may finish her play. The team with the highest
score at Tables #2 and #3 wins that round. At the end of each round,
players mark their scorecards for a win or loss. If the score is
tied at the end of a round, there is a "Roll-Off". A
"Roll-Off" is one complete turn around the table - rolling the
current number "up", playing one full round at the table while
collecting points. The team with the most points after the
"Roll-Off" is the winner and moves up a table.
Table #1 - Winning team remains, losing team
moves to Table #3
Table #2 - Winning team advances to Table #1, losing team remains
Table #3 - Winning team advances to Table #2, losing team remains
Partners are changed after each round, so
players remaining move one seat to the left. Players moving cannot
be a team again for the next round.
(How we divvy out our cash & prizes)
No one player can collect more than one
category (except for the White Elephant and the Traveling Bunco).
So, if a player has both the Most Wins and Most Buncos, she can only claim
one prize category, and usually it is the higher payout of the two.
In case of a tie for the prizes, the number of
Buncos will serve as a tiebreaker. In case of an absolute tie, we
roll off with one die per person. High number wins. The
loser's card can still be in the running for one of the other prizes.
Most Buncos - 3 of a kind from the number that
is "up" for that round.
Most Losses - Self explanatory.
Most Wipeouts - Rolling three ones in a round other than the first round.
Booby Prize - Given to the player who hasn't won anything. Those
name will be drawn from the "Losers Bag", using your game card.
Door Prize - Hostess will be responsible for shopping for a gift and for
coming up with a creative idea to win the door prize.
The White Elephant prizes are taken throughout game play. When a
player rolls a "Baby Bunco" a White Elephant prize is picked
from the prize hoopdy. When another player rolls a "Baby
Bunco", she has the choice of "stealing" the opened prize
from the other player or taking a new wrapped gift from the prize
hoopdy. (At the end of the four games, and after all prizes have
been distributed, if there are still people who have not won anything, and
there are people with more than 1 White Elephant, the losers put their
names in the "Losers Bag", and the "misers" get to
choose one White Elephant they want to keep. The rest of the White
Elephants are put into a circle and names are drawn one at a time for each
person to choose their White Elephant. Everyone goes home with
Whoever rolls the last BUNCO and is holding
Bunco Bear at the end of the 4 complete sets wins the "Traveling
Bunco" - $12.00 cash prize.
The hostess is responsible for:
1. The M & Ms
2. The door prize & creative idea to win it. ($10.00 for
door prize taken from player fees)
3. Food & Beverages (coffee and soda only) Otherwise, it will be
BYOB...beer, wine, etc. or
anything else you prefer to drink.
4. Creating a game theme if time permits, and sending out reminders
(phone call, written
reminder, or email) to let players know what the
theme of the day is, etc.
5. Collecting dues as players arrive and distributing them in the