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The Bunco Play Examples


The sequence of play below is based on 12 people playing bunco. For more players, the rules are the same but more tables will need to be added and the prize money may differ.

The head table has rung the bell. This means the game has begun!

At each table anyone who wishes to throw the dice first can pick up the dice to begin the roll. Ones are rolled in the first round of the first set. Twos are rolled in the second round, threes in the third round, etc. through the sixth round.

If the dice rolled are   [1]   [2]   [6]
One point is added to the scratchpad by the scorekeeper. Because a one was rolled, the player gets to roll again.

On the second roll    [4]   [6]   [3]
There is not a one, so the player passes the dice to the next player on her left.

The second player scores 2 points and rolls the dice again.    [1]   [1]   [4]

The second player rolls    [2]   [2]   [2]

This is a three of a kind and 5 points is written down by the scorekeeper. It is not a bunco because the intended bunco number is for three ones, not three twos.

Her play has ended and she passes the dice to the third player.

The third player rolls a    [3]   [6]   [4]
Because she did not roll a one, she ends her play and the dice goes to the fourth player.

The fourth player rolls    [1]   [1]   [1]
3 ones is a bunco.
She yells out bunco! The fuzzy bunco dice are given to her to hold. Player #four continues to roll until no more ones are thrown. The scorekeeper writes down 25 points for the bunco and for any additional points she made. The player who threw the bunco also notes it on her scoresheet next to the word bunco. She holds the fuzzy bunco dice until someone else gets a bunco. The person left with the fuzzy bunco dice at the end of the entire bunco game gets a prize.

We are back to player #1 and the rolling sequence for ones continues until the head table rings the bell.

The head table has reached 25 points and the bell is rung and play is stopped. If a player has rolled a one before the bell has rung, they are allowed to finish rolling until no more ones are thrown.

Points are added up at each table. If a player got a bunco, she would mark how many she rolled on her scoresheet. The partners with the highest score at each table moves on to the next numbered table and will roll for the next number which will be for twos.

For example:

Partners, Susan and Mary, at table # 2 have more points than Peggie and Kitty at the same table. Susan and Mary would advance to table #3. And Peggie and Kitty would stay at the same table.

At table # 3, partners Charlotte and Leslie have the most points and they move to the head table, or table #1.

It is always fun to sit at the head table because players are in control of starting and stopping the game. It is most often the nicest and biggest table to sit at. Extra drinks and snacks are often nearby the head table.

Winning at the Head Table

Winning at the head table is slightly different than the other tables.

Let's say partners, Elaine and Effie have more points than Brenda and Joanne after a round of play. Elaine and Effie would remain at the head table. Brenda and Joanne have less points so they would lose the privilage of remaining at the head table. For the next round they would sit at table #2.

Players who move to another table and those who stay at the table all choose different partners for a new round.

Bunco Baby

At table #3, Deanna's partner is a stuffed animal, or affectionately called, the Bunco Baby. The bunco baby is used when the table is missing a player. Perhaps 11 people showed up to play when 12 were needed.

When it is the bunco baby's turn to roll, Deanna will roll for it. Deanna will keep score for herself and the bunco baby.

For Example:
Deanna rolls a    [2]   [3]   [4]
Deanna marks a 1 on the scoresheet.
Because she rolled the intended number, a two, she will roll again.
She rolls    [4]   [3]   [5]
Her turn has ended and the player on her left rolls.

The player throws a    [3]   [1]   [4]
Since a two was not rolled, her turn is over.
The next player is the bunco baby.
The dice go back to Deanna to roll for the bunco baby.
Deanna rolls a    [2]   [2]   [5]
Deanna marks 2 points down on the scratchpad and rolls again.
She rolls a    [2]   [2]   [2]  bunco!

Because the roll was for the bunco baby, Deanna marks the 25 points down on the scratchpad. Deanna does not mark that she rolled a bunco on her scoresheet. The 25 points will be included in the total number of points at the end of the round, but the fuzzy bunco dice do not get passed on to Deanna because it was not Deanna who rolled the bunco.

It is not necessary to keep a score sheet for the bunco baby.

Deanna rolls again for the bunco baby and does not roll the intended number. She passes the dice to the player on the bunco baby's left.

When the next player is done rolling the dice are passed to Deanna for her turn.

Play ends when the head table rings the bell.

Deanna adds up the points she and the bunco baby made. If they make a higher score in that round, Deanna and the bunco baby will move from table number 3 to the head table.

At the table Deanna takes a new partner and the bunco baby also has a new partner.

Play continues until all rounds in the four sets have been played.

Scores are added up and (See Bunco Scoresheet) and prizes are awarded.