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BUNKO


Objective:

A fun dice game where you try to roll sets of 6's to score points. But don't roll 1's!

Game type:

Active. A lot of movement may be required.

Players:

8 players minimum 12 players recommended

Needed:

Dice, scorecards and prizes, a small bell (optional), hole punches for scoring

Setup:

Each table has 4 people and 3 dice per table. Each person needs 1 score sheet. The score sheet below can be copied and used.

Scoresheet:

WinsLossesBunkosWipeouts
WinsLossesBunkosWipeouts
WinsLossesBunkosWipeouts
WinsLossesBunkosWipeouts

Scoring:

Play is accomplished using all three dice. All three are rolled at the same time. Points are accumulated by rolling 6's. Each 6 rolled is worth a single point. The player rolls as long as s/he keeps getting 6's. If you roll all 1's, it is called a "wipeout". Your team (described below) loses all their points if you roll a wipeout. If you roll all 6's, it is called a "Bunko". You get the 3 points for the three 6's. However, all players scramble to pick up a die after a Bunko. Each die collected is also worth a point. Therefore, if the same team who rolls a Bunko also gets all 3 dice, they get 6 points (3 + 3). The opposing team, if they pick up all 3 dice can also get 3 points. The point possibility for each team is therefore 6/0, 5/1, 4/2, 3/3.

Rules:

This description assumes 12 players. Therefore there are 3 tables. The players sit at the table, with opposing players forming teams. That is, there are 2 teams at each table, with partners sitting across from each other. Each player rolls a die to see who goes first. Play then rotates from player to player clockwise after a player does not roll a 6 (as described above). The tables are "ranked". There is a head table, a bottom table, and a middle table. When your team wins a game, it advances to the next higher table, leaving the losers to stay at the same table. At the head table, the winners remain and the losers go to the bottom table. You change partners after each round, except at the head table. The winning team remains partners. At the other tables, the losers who remain behind decide who will change seats. When the advancing team sit down, they are then no longer partnered (except at the head table). If this seems confusing, try it once for yourself.

The head table plays until the winning team scores 21 points. When this happens, the head table calls "stop" and play stops at all tables. If there is a tie at a table when play is stopped, play continues normally until the tie is broken. Note that scoring is separate at each table. Winning scores at the non-head tables could be 15 or 50, depending on the rolling. However, a winning score is the higher score and will always be 21 at the head table. At this point, play in this round is complete. Winners mark their wins on their scoring sheets, and losers mark their losses. At the end of the game time, the overall winner is decided by the number of wins and the overall loser is determined by the number of losses. Ties are broken by dice roll.

Prizes:

Prizes form much of the fun in Bunko. Here are some prize ideas: Most wins, Most losses, Most Bunkos, Most Wipeouts, Travelling Bunko: This prize goes to the last person to roll a Bunko during game play. In practise, when you roll a Bunko, you immediately go and take prize from the person currently holding it. The next person who gets a Bunko takes it from you. The activity of getting up and down makes the action much more fun. Travelling Wipeout: like the Travelling Bunko. Consolation Prize: anyone who doesn't hold a prize rolls to see who gets a prize. You will note that there are 7 prizes for 12 people, giving pretty good odds. In practise, no one gets 2 prizes. For example, if you have both the most wins and most Bunkos, you can keep one but the other goes to the runner-up.

Bells and other stuff:

You can have a the bell at the head table. When they win, the winning team rings this loud handbell and whoop it up. Another common extra is a xeroxed score sheet (see above). The score sheets are usually small, and probably 8 could fit on a single sheet of 8.5x11 paper. The host cuts them into 8 scoresheets. Hole punches can be used in lieu of pens or pencils. Use large books or something to roll on. Dice on hard tabletops make a lot of noise.

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