If you can roll three dice and count to six, you already know how to play Bunco. Each of the six rounds targets a single number — 1s, then 2s, all the way up to 6s — and you keep rolling as long as you keep scoring. Roll three of the target number and you've landed a Bunco: 21 points and a triumphant yell. Below are the full rules: the setup, how a turn works, the scoring, how rounds end, the table rotation, the scorecard, and the prizes.
On this page
What do you need?
- Three dice per table. Ordinary six-sided dice — one set for each table in play.
- A bell at the head table to signal the end of each round (a kitchen timer or a shout works just as well).
- A score sheet per player to tally Wins, Losses, and Buncos across the six rounds.
- Twelve players in the classic game — but any number of full tables of four works, right down to a single table.
Short a set of dice? Bunco needs only three per table, and you can roll them for free with the online dice roller — no app, no ads, just three dice ready to go.
The setup: tables and teams
The traditional game seats twelve players at three tables of four. The table where the game starts is the head table; the others are ranked below it. At every table the four players split into two teams of two, partners sitting across from each other. Each table shares one set of three dice, and players take turns rolling in order around the table.
You don't need exactly twelve. Any number of full tables of four works — eight players at two tables, sixteen at four — and even a single table of four is a complete game. More tables simply means more rounds of shuffling players around, which is half the fun.
The goal of the game
Bunco is played over six rounds (some groups play more sets). The trick that makes it tick: in each round there's a target number equal to the round number. Round 1 you're rolling for 1s, round 2 for 2s, and so on up to round 6, when you chase 6s. On your turn you keep rolling and scoring until you roll nothing that counts — then the dice pass to the next player. Your team is racing to be the first at your table to reach the winning score for the round.
How a turn works
- Roll all three dice. When it's your turn, you roll the table's three dice and check them against this round's target number.
- Score whatever counts (see the table below). Every die showing the target number scores a point; three of a kind scores big.
- If you scored anything at all, roll again — and keep rolling. A hot streak can pile up points fast.
- If a roll scores nothing, your turn ends and you pass the three dice to the next player.
An example in round 3, when 3s are the target: you roll 3 – 3 – 5, which is two 3s for 2 points, so you roll again. Next comes 3 – 1 – 6, one 3 for 1 point — roll again. Then 5 – 5 – 5: three of a kind of a number that isn't the target, a mini-Bunco for 5 points — still scoring, so roll again. Finally 2 – 4 – 6 shows no 3s at all: nothing scores, and the dice pass along. Your team banks 8 points from that turn.
Scoring
Scoring hangs entirely on the round's target number. Here's everything a roll of three dice can be worth:
| Roll | Points | What happens |
|---|---|---|
| Each die showing the target number | 1 | Add a point per matching die; keep rolling |
| Three of a kind of the target number (a Bunco!) | 21 | Shout "Bunco!"; often collect a prize marker; keep rolling |
| Three of a kind of a non-target number (mini-Bunco) | 5 | Keep rolling |
| No die shows the target number | 0 | Turn ends; pass the dice on |
A Bunco — three of the target number in one roll — is the big moment of the game: 21 points, a loud "Bunco!", and at many tables the roller grabs a special prize marker or fuzzy die to count later. A mini-Bunco is three of a kind of any other number, worth 5 points. And any roll that scores something lets you keep going, so a single lucky turn can run for ages.
House rules vary on the small stuff — some groups award a token for each Bunco, others just tally them on the scorecard. Agree on the details before the first roll and you'll never argue mid-round.
Ending a round
A round ends the moment any table reaches the winning score — most commonly 21 points for a team. When that happens at the head table, they ring the bell and every table stops immediately, even mid-turn. At each table the team with more points is the winner of that round and the other team takes the loss. Then everyone marks their scorecard and the rotation begins.
Rotating tables between rounds
Between rounds, players shuffle so you're constantly meeting new partners and opponents — this is what turns Bunco from a dice game into a party. The usual pattern:
- The winning team moves up a table (toward the head table); the winners at the head table stay put.
- The losing team stays or moves down, depending on your house rules.
- Partners swap so you play the next round with a different teammate.
The exact travel rules differ from group to group, but the spirit is the same: keep everyone moving and mixing so the whole room stays in on the fun.
The scorecard and prizes
Across the six rounds each player tracks three things on their own card: Wins, Losses, and Buncos. Nobody is out of the running — you play all six rounds no matter how the dice treat you — and the totals decide the prizes at the end. Typical awards:
- Most Buncos — the top prize.
- Most Wins — the steadiest player of the night.
- Most Losses — the booby prize, awarded with affection.
- Last Bunco or most travels — fun extras many groups add.
Because the prizes hinge on luck rather than skill, everyone has a shot right up to the final round — which is exactly why Bunco is such a reliable crowd-pleaser at parties and fundraisers.
Why Bunco is pure fun
Here's the honest truth about Bunco: there are no decisions to make and no skill involved. You roll, you score whatever comes up, you pass the dice. That's not a flaw — it's the design. Because nothing depends on cleverness, everyone can talk, laugh, and half-watch the game the whole time, and the slowest and sharpest players have exactly the same odds.
That makes Bunco perfect for large groups, "Bunco nights," office socials, and charity fundraisers, where the goal is mingling rather than competing. It's trivially easy to run, too: any three dice, a bell, and a printable score sheet, and you're set. If you'd rather roll digital dice, the Dice Together roller gives every table three real 3D dice for free. Looking for a game with more decisions in it? Try Yahtzee or the push-your-luck classic Pig.
Frequently asked questions about Bunco
What is Bunco?
Bunco is a social dice game played with three dice, traditionally by twelve players at three tables of four. It runs over six rounds — in round one you aim for 1s, in round two for 2s, and so on up to 6s. It's pure luck with no decisions to make, which is exactly why it works so well as a party or fundraiser game for a big group.
How many players and dice do you need for Bunco?
The classic setup is twelve players split across three tables of four, with each table sharing three dice and playing as two teams of two. You can scale it up or down: any number of full tables of four works, and even a single table of four is a complete game.
How many points is a Bunco worth?
Rolling three of a kind of the round's target number is a Bunco, worth 21 points — call out 'Bunco!' when it happens. Three of a kind of any other number is a mini-Bunco worth 5 points. Each single die that matches the target number scores 1 point.
Is there any skill in Bunco?
No — Bunco is entirely a game of chance. You just roll the three dice and score whatever comes up, with no choices to make. That's the whole point: nobody is left out and you can chat the whole way through, which is why it's a favorite for parties and fundraisers.
Can you play Bunco with fewer than 12 players?
Yes. Bunco scales to any number of full tables of four, so eight players at two tables works fine. Even a single table of four is a complete game — you keep the six rounds and the table-target scoring, you just skip the between-round table rotation.