How the scoring works
Bunco keeps two kinds of score, and only one of them lasts. The sheet follows our Bunco rules page, which uses the World Bunco Association scoring.
Team points, for one round. Each round has a target number, 1 through 6. On a roll of three dice, each die showing the round number scores 1 point, so two matching dice score 2. Three of a kind that is not the round number is a baby (mini) Bunco worth 5. Three of the round number is a Bunco worth 21. You keep rolling as long as you score. The round ends when a team at the head table reaches 21, and at every table the team with more points wins. These points reset to zero every round, so you don’t need to track them here; the Score a roll helper is there if someone disputes a roll.
Personal tallies, for the night. After each round, every player marks a win or a loss. A player who rolled a Bunco marks it on their own tally, even though the 21 points went to the team. Many groups also count babies. These are the numbers this sheet keeps.
Prizes. At the end of the night, prizes usually go to the most wins, the most Buncos and the most losses (the booby prize). The traveling prize goes to whoever rolled the most recent Bunco: a fuzzy die passes to each new Bunco roller, and whoever holds it at the end wins. The sheet hands the die to whoever you last gave a Bunco, and you can tap Die on any player to move it by hand. Ties are often broken by total points or a roll-off, so the sheet lists everyone who is tied.
Worked examples
Example 1: a round at Table 2
Round 3, so 3s score. You roll 3, 3, 5: two 3s, 2 points. Again: 3, 1, 6 is 1 point, so your team has 3. Then 2, 4, 5 scores nothing and the dice pass. Your opponent rolls 6, 6, 6, a baby Bunco for 5, then 3, 2, 2 for 1 more: 6. Your partner rolls 3, 3, 3, a Bunco, so your team has 3 + 21 = 24. The bell rings and you win 24 to 6. On the sheet: +1 Win for you and your partner, +1 Loss for both opponents, +1 Bunco for your partner (the die moves to them) and +1 Baby for the opponent who rolled 6, 6, 6.
Example 2: prizes after 24 rounds
Four sets of six rounds make 24 rounds, so every player’s wins plus losses add up to 24. Carla finishes 15–9 with 2 Buncos, Jen 15–9 with 3 Buncos, and Faye 8–16. Most wins is a tie at 15 between Carla and Jen, so they roll off. Most Buncos is Jen with 3. Most losses is Faye with 16. If Carla rolled the last Bunco of the night, she keeps the traveling die and wins that prize even without the most Buncos.
Tips for the host
Set the prize list before the first roll and say how ties will be broken. Hand the phone to one scorekeeper, or have each table call out results after the bell. The sheet saves in the browser as you go, so you can lock the screen between rounds. Twelve players is standard (three tables of four), but you can add or remove players for bigger or smaller parties. For paper tally sheets and a rules card for each table, see the Bunco printable rules.
Questions people ask
- How do you keep score in Bunco?
- Team points only decide who wins each round and reset to zero every round. Each player keeps a personal tally of wins, losses and Buncos. Those tallies decide the prizes at the end of the night.
- What is a baby Bunco or mini Bunco?
- Three of a kind that is not the round number. Under World Bunco Association rules it scores 5 points for the team. Some groups score it 0 and just count it toward a baby Bunco prize.
- Who wins Bunco?
- Usually the player with the most wins. Most groups also give prizes for the most Buncos, the most losses and the traveling prize. Ties are often broken by total points or by a roll-off.
- What is the Bunco traveling prize?
- A fuzzy die (or other token) passes to each new player who rolls a Bunco. Whoever is holding it when the night ends wins the traveling prize. The sheet moves it automatically when you add a Bunco.
- How many points is a Bunco?
- Three dice all showing the round number is a Bunco, worth 21 points. That is also the head table’s target, so a Bunco at the head table ends the round at once.