Big groups need games made for exactly that. Bunco may be the world's most social dice game: several tables, shifting teams and six rounds of full speed. It needs little equipment and even less explanation.

Big groups need games made for exactly that. Bunco may be the world's most social dice game: several tables, shifting teams and six rounds of full speed. It needs little equipment and even less explanation.

Roll six dice, set the scoring ones aside and stop before an empty roll takes the whole turn.
Roll the die as many times as you dare, but a 1 wipes out the whole turn. First to 100 points wins.
Hide five dice under your cup, bid on what the whole table shows, and call out the bluffs.
Six rolls, exactly one die put down each time. Secure a 4 and a 1, and the other four dice give you your score.
Eleven rounds with two dice, where the goal is to hit the sums 2 through 12 in order, one per round.
Roll six dice, keep as many as you like each roll, and secure a 1 and a 4 before the other four dice count towards your score.
Roll five dice where twos and fives go dead, and score the most points before every die is gone.
Roll two dice, add a chip to the room or pocket the one already there, and hope for the pig or the king.
Roll a single die as many times as you dare and get closest to 21 without going over.
Two hidden dice, claims that must keep rising and lies that cost lives. Mia, a roll of 21, beats everything.
Roll two dice and keep scoring until a seven ends your turn. The first player to 500 points wins.
Aces feed the pot and sixes go to your neighbour, and whoever holds the last chip must roll three times without a six.
Bet on small, big, single numbers or triples, then let the banker reveal three dice from under the cup.
Six rounds with three dice across several tables, where the round number scores points and three of a kind is a bunco.
Open rolls with two dice where the lowest roll costs a life and 21 beats everything.
Roll two dice around a ring of numbered spaces, and empty the jackpot when the sum comes up seven.
Roll three dice and count hits on the point number. Land on exactly 15 points to step out, and the last player left loses.
Roll six dice, set scoring dice aside and stop before a farkle wipes out your turn.
Shooter and fader stake the same amount, then roll two dice: 3-3, 5-5, 6-6 and 6-5 win, 1-1, 2-2, 4-4 and 1-2 lose.
The banker rolls two dice, and you get one roll to beat the total. A fast banking game also known as Beat the Bank.
Only doubles score, double 6 is worth 25 and double 3 wipes your score. The first player to reach 50 points wins.
Bet on one of six symbols, let the banker roll three dice, and get paid for every die that matches your pick.
Bet on a number from 1 to 6, let the banker roll three dice, and get paid for every die that matches.
Aces leave the game, twos go left and fives go right, until the very last die decides it all.
Bet on whether the sum of two dice lands under seven, over seven or exactly seven, which pays the most.
The banker rolls five dice into a poker-style hand, and each player gets one roll to beat it. Aces rank highest.
Seven rounds with five dice where you call the row you are going for, and rolling a hooligan scores 20 points.
Roll the dice and send chips left, right or into the pot. The last player holding chips wins it all.
Secure the 6, 5 and 4 in strict order within three rolls, and let the last two dice be your cargo.
Bet on the crown, the anchor or a card suit, let the banker roll three symbol dice, and get paid for every match.
Three rolls, keep the highest die each time, and win the round with the highest total.
Pick a number from 1 to 6, roll ten dice thirteen times and count the hits. A score of 26 or more pays out.
Set at least one die aside per roll and chase the lowest possible total, where every three counts as zero.
Roll two dice, bet pass or don't pass, and follow the shooter from the come-out roll to the point.
The lowest opening roll sets a point number, everyone chases it with two dice, and the first player to 11 points wins.
Roll the dice and hit the numbers 1 to 12 in order, like the hands moving around a clock face.
The dealer shakes two dice under a cup, and you bet on whether the total comes up even or odd.
Three dice, three rolls and a strict ranking where 1-2-3 beats everything. The loser pays the winner in chips.
Five throws where the highest die is set aside each time. Reach a total of 25 or more to qualify and beat the banker.
A reconstructed staking game from antiquity where double six wins it all and double one is punished.
Name a main, roll two dice, and win with a nick or by hitting your chance before the main comes back.
Roll six dice, count evens against odds and settle the difference in chips with the pot.
Around one table, Mexican, Farkle and Sevens Out also handle eight just fine. Fewer players? See dice games for 6 or dice games for 7.