Directions for Playing Bunko
Bunko is a fun, easy game to play that provides an opportunity to laugh, socialize and win prizes. Although it's a game of chance, there are many variations that can make playing bunko (also known as bunco) confusing to a novice. It's easier to learn away from a group of rambunctious and experienced players.
Things You'll Need
- 3 tables
- 12 chairs
- 3 table placards
- 3 table tally sheets
- 9 dice
- 12 pencils
- Bell
- Large fuzzy die (or stuffed animal or feather boa)
- 12 player score sheets
- 12 players
Instructions
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1
Arrange three tables with four chairs at each so that you have 12 settings. Label the table placards "High," "Medium" and "Low"; place one on each table. Place a table score sheet, three dice and four pencils on each table. Put the bell on the high table and the fuzzy die on the "Low" table.
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2
Arrange the players. Divide the 12 player score sheets into three sets of four. Label the sets "High," "Middle" and "Low." Have players select a score sheet at random and seat themselves as assigned. Players seated across from one another are teammates for the first round of play. The two sets of teammates compete at each table.
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3
Designate a scorekeeper at each table. The high table rings the bell to start each round. The scorekeeper is the first person to roll and continues to roll until she earns no points.
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4
Earn points by rolling the target number on one or more dice. The target number corresponds with the round of play. For example, the target number in round five is 5 on any die. If the player rolls 5 on one die, this is worth 1 point. Five on two dice is worth 2 points. There are no points earned for rolling a number other than the target number with one exception: If the player rolls three of a kind for any number except the target number, the player gets 5 points. The biggest score, 21 points, is attained by rolling the target number on all three dice. In this case, the player shouts "bunko!" The fuzzy die is thrown to the most recent bunko scorer. This is called "traveling." The player may continue to roll unless seated at the high table, in which case the round ends.
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5
Record the cumulative total on the tally sheet. Play resumes to the scorekeeper's left. The scorekeeper continues to keep a tally for both teams. Play ends for the round when the high table rings the bell.
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6
End the round. When the high table reaches 21 points, they ring the bell. Until that time, the other tables continue to roll, even beyond 21 points. Once the bell is rung, players at each of the other two tables can complete their turn by rolling until no points are earned by the current player. The scorekeeper announces a winning team as tracked on the tally sheet. Each player then records on their individual score sheets either a win or a loss. Players also track the number of individual, not team, bunkos.
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7
Churn the players. The winning team at the high table stays in place. The losing team at the high table moves to the low table. The middle and low losing teams stay in place. The middle and low winning teams move up a table. Players must also switch places at each table so that the teams change as well.
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8
Continue until you play six rounds---a complete set. Your group may choose to play two to four sets.
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Tips & Warnings
Tally sheets remain on the table at the end of the round. The next scorekeeper simply crosses out the numbers and records the new round.
References
- Photo Credit dice image by Olga Shelego from Fotolia.com