Drunken Bunco Night
11 Out-of-Control Bots. 3 Tables. Absolute Chaos. v2.29.6
The Situation:
It is 8:42 PM on a Thursday. You agreed to fill a last-minute vacancy for a neighborhood Bunco circuit. You are currently trapped inside an overheating open-concept suburban living room with eleven women, massive bowls of generic snack mix, an escalating mountain of empty wine bottles, and decades of deeply buried passive-aggressive neighborhood tension.
Room Setup Directory
Bell ReadyRoom Chatter & Incidents
Bunco Circuit Directives
The Objective: Roll the dice to match the current round number. Accumulate points to win rounds and collect Buncos.
The Head Table: Table 1 controls the timeline. When a team at Table 1 reaches 21 points, they ring the bell to end the active round for everyone in the room.
Scoring: Roll 3 dice. Each die matching the current round number gives 1 point. Keep rolling until you fail to match the round number. Then the turn passes clockwise.
BUNCO (21 Points): Roll three-of-a-kind matching the current round number.
3 of a Kind (5 Points): Roll three matching dice that don't match the current round number.
Table Rotation: At the end of a round, the winning team at the Head Table stays, while the losing team moves to the lowest table. For all other tables, the winning team moves up one table, and the losing team stays. Switch partners before the next round begins.
Ghost Players: If a table is short a player, a "Ghost" acts as the missing partner. The player rolling for the Ghost rolls the dice, but points apply to the team score.
Room Standing Index
| Guest | Location | Points | Buncos | Intoxication |
|---|
