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 have a Bunco, worth 21 points. Below is how to play Bunco in full: 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. You can print a blank one below, along with a table tally sheet.
- Twelve players in the classic game, but any number of full tables of four works, 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, with no app and no ads.
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 means more shuffling of players between rounds.
The goal of the game
Bunco is played over six rounds (some groups play more sets). 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 ahead of the other pair at your table when the round ends.
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 good streak adds up 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, so roll again. Then 5-5-5: three of a kind of a number that isn't the target, a mini-Bunco for 5 points, which still scores, 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. Any roll that scores something lets you keep going, so one lucky turn can last a long time.
House rules vary on the small stuff. Some groups award a token for each Bunco, others tally them on the scorecard. Agree on the details before the first roll.
Ending a round
Only one table can end a round: the head table. The moment a team there reaches the winning score (most commonly 21 points), a player at that table rings the bell, and that's the end of the round for the whole room. Every other table stops where it stands, even in the middle of a turn, however close a team was to 21 of its own.
Because a Bunco is worth exactly 21, a single Bunco at the head table can end a round on the spot, before anyone else has settled in. At each table the team with more points when the bell rings takes the win and the other team takes the loss. A table that was still playing counts whatever is on its tally. Then everyone marks their own card and the rotation begins.
Published rule sets disagree on one detail: some have every table freeze the instant the bell rings, while others let a player who is mid-turn keep rolling until a roll scores nothing, even though the round is officially over. Neither is more "official" than the other, and the difference decides plenty of close tables, so agree on your version before the first round.
Rotating tables between rounds
Between rounds, players move so you keep getting new partners and opponents. 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 eliminated: you play all six rounds whatever you roll, 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.
- Last Bunco or most travels: extras many groups add.
Because the prizes depend on luck rather than skill, everyone has a chance right up to the final round.
Printable Bunco score sheets
Bunco groups print fresh cards every session, so here are both sheets you need, ready to print. The first is the personal tally card, one per player, tracking your Wins, Losses, and Buncos across the six rounds. The second is the table tally sheet for whoever keeps score at a table of four, with room for both teams' points in every round. Click the button to print just the score sheets; the rest of the page is left out.
Bunco score sheets (dice-together.com)
| Player card. Name: ______________________ | ||||
|---|---|---|---|---|
| Round | Target | Win (W) | Loss (L) | Buncos |
| Round 1 | 1s | |||
| Round 2 | 2s | |||
| Round 3 | 3s | |||
| Round 4 | 4s | |||
| Round 5 | 5s | |||
| Round 6 | 6s | |||
| Totals | - | |||
| Mini-Buncos | - | |||
| Prize claimed | ||||
| Table tally. Table: __________ (head table? Y / N) | ||||
|---|---|---|---|---|
| Round | Target | Team 1 points | Team 2 points | Winning team |
| Players | - | |||
| Round 1 | 1s | |||
| Round 2 | 2s | |||
| Round 3 | 3s | |||
| Round 4 | 4s | |||
| Round 5 | 5s | |||
| Round 6 | 6s | |||
| Buncos rolled | - | |||
Write each player's name in the top row of the table tally so the pair sitting opposite each other share a column. Partners change every round, so the personal card is the one that follows you around the room and decides the prizes.
Hosting a Bunco night
Bunco is one of the easiest evenings there is to host, because the game asks nothing of your guests. A few things that make it run smoothly:
- Count in fours. You need full tables of four, so aim for 8, 12, or 16 players and line up a substitute or two. Many groups keep a "ghost" for late cancellations: an empty seat whose turn one of the other players rolls, so the table stays at four.
- Three dice per table, and one bell. Set the bell at the head table and tell everyone what it means before round one, or the first ring will catch half the room mid-roll.
- Print the sheets first. One personal card per player, one table tally per table, and a pen at every seat.
- Agree on house rules up front: the winning score, whether a mid-turn roller finishes when the bell rings, and whether Buncos earn a token or just a tally mark. It takes two minutes and saves an argument in round four.
- Budget about two hours for six rounds with twelve players, including the shuffling between rounds and the time everyone spends talking, which is most of it.
- Prizes can be small. Most Buncos, most Wins, and most Losses is the traditional trio; groups that meet monthly often pool a few dollars a head instead.
Running a Bunco night in one room? The Android app casts the dice to a Chromecast or Android TV, so the whole room watches the same three dice land. That helps at the head table, where everyone wants to see the roll that rings the bell.
Why Bunco is pure fun
In Bunco there are no decisions to make and no skill involved. You roll, score whatever comes up, and pass the dice. That is deliberate. Because nothing depends on cleverness, everyone can talk, laugh, and half-watch the game the whole time, and every player has the same odds.
That makes Bunco a good fit for large groups, "Bunco nights," office socials, and charity fundraisers, where the goal is mingling rather than competing. It's easy to run, too: you need three dice per table, a bell, and a printable score sheet. If you'd rather roll digital dice, the Dice Together roller gives every table three 3D dice for free. 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 why it works 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 roll the three dice and score whatever comes up, with no choices to make. That means 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, and skip the between-round table rotation.