Zonk – The Game

Object of the Game

To score points and earn Bong Hits

Equipment

  • 6 dice (5 of one color, 1 of a different color)
  • a bong
  • a scoresheet
  • weed

Play

Each player rolls one die. Highest roll goes first and play proceeds counterclockwise.

The first player rolls all six dice to start his turn. Certain number combinations are worth game points. (See Scoring). A player must keep at least one scoring combination each time they roll by setting the scoring die (or dice) to the side. A player then picks up the remaining dice and rolls them.

This sequence continues until the player may stop and keep his points for the turn, or Zonks.

Zonking

If, after any roll, no scoring combinations turn up, the player zonks and their turn ends. No points are scored for the turn, and a ‘Z’ is entered on the scoresheet. The player then takes any hits earned during the roll, if any, before the player to his right begins his roll.

Scoring

A player may stop his turn and keep all points accumulated during the roll if he/she has accumulated at least 250 points in this turn.

The following dice combinations are worth points:

  • A single one is worth 100 points.
  • A single five is worth 50 points.
  • Any three-of-a-kind rolled at once is worth 100x the face value of a single die.
    • Ones and Fives are scored as singles
    • Additional dice matching the three-of-a-kind are worth an additional 100 points each. This includes dice rolled after, as long as the three-of-a-kind is still showing.
  • A Royale (a 1-2-3-4-5-6 straight rolled all at once) is worth 50x the sum of four dice points, ranging from 200 – 1200 points. It also earns a re-roll to be used at the player’s discretion.
  • A player may refuse to play any scoring combination as long as he plays at least a one, five, or three-of-a-kind. For example, if a player rolls 1, 4, 4, 3, 4 4, he may keep the one (100 points), three of the 4’s (400 points), or three fours and a one (500 points). The fourth 4 is of no scoring value.

Hits of all kinds

At Last… Insta-Bongs, Zonk-Hits or just Hits

Basically, there three ways to gain hits in the game of Zonk, scoring points (hits), special die combinations (Insta-Bongs), or Zonking Out (Zonk-Hits). Insta-Bongs must be taken before any other action.

A hit is earned for any of the following:

  • Scoring a 1000 points earns 1 hit. Additional his are earned for every multiple of 1000 passed on the score sheet.
  • Insta-Bong for a three-of-a-kind that includes on odd colored.
  • Double-Insta-Bong for a four-of-a-kind that includes the odd colored die.
  • Triple-Insta-Bong for five-of-a-kind that includes the odd colored die.
  • You guessed it, a six-of-a-kind earns a Quadruple-Insta-Bong
  • Additional Dice-of-a-Kind Rules
    • Insta-Bongs are not earned for additional dice rolled afterwards, only the initial roll counts
    • Insta-Bongs are earned when triples (quadruples, etc) are rolled with one’s or five. While there is not point bonus (four 5’s is only worth 200 points), you don’t have to keep the dice (set aside) to keep the Insta-Bongs
  • Zonking Out, three Zonks in a row earns a Zonk-Hit in.

Penalties

Let’s face it… this is a week-smoking game so there are two obvious rules that will become more difficult to follow as the game progresses.

  • Delay of Game – “Who’s turn is it?” – A 250-point Delay of Game penalty is given to players that can’t keep their focus. This game is for fun, so majority rules on when to give the penalty. Usually by the time everyone figures out it time for someone else to role, there’s a delay of game.
  • Rolling Out of Turn – You got it… 250-point penalty. Feel free to trick ’em and hand someone the dice when it’s not their turn.

Winning the Game

Well, I guess, the winner is the person who got the most hits… The game ends after the first player gets 5000 points and all remaining players finish the round. (Yup, everyone gets the same number of chances)

  • High Score – The person with the highest number of points when the game ends.
  • Big Hit – The greatest number of hits, of any kind, in a single turn. (My high is nine) For tiebreakers, Double-Insta-Bongs are bigger than two individual Insta-Bongs, Triples bigger that a single and a double, and so on.
  • Consecutive Hit – The greatest number of consecutive turns a player earns at least one hit in a given turn.

This, in my humble opinion, is the greatest part of the game. It introduces an element of strategy to the game that is not found in other dice games. Playing the game for big hit or consecutive hit is just as good as points.

Scoresheet

The scoresheet has all players listed horizontally at the top. A player’s score is kept vertically beneath his name. Each player is given three columns If a player stops and scores points, they are added to the previous total and the running total is recorded beneath the last entry.

During each players turn, mark the following.

  • Column 1 – The players total score,
  • Column 2 – The total number of points scored this round
    • If a player Zonks, a ‘Z’ is entered.
  • Column 3 – The number and type of hits earned by the player this round.
    • A star ⋆ is marked for each Hit or Zonk-Hit earned during the player’s turn. ( I also keep track of the number of Zonk-hits is a game e.g. Z3)
    • Insta-Bongs are marked with a star inside a circle ⍟
    • Double-Insta-Bongs are marked as two-stars inside an ellipse (Sorry no ANSI Code for this one)
    • Triple-Insta-Bongs are marked with three stars in an ellipse.
    • Quadruple-Insta-Bongs are marked with four stars in an ellipse.
    • Re-Rolls are marked with an “R” and is scratched out when the player uses it.

Sample Turn

“r” – is for the odd colored dies (I always used a red one)

First Roll – 1, 2, 3r, 5, 5, 5

The score on the table is 250 points, 100 for the “1”, 150 for the three “5”s, the “2” and “3” are worthless. Sorry the triple 5’s are worth anything but face value and since the red one is not included… no Insta-Bongs. There’s 250 points, so we could stop but,,, nah. Keep the “1”

Second Roll – 4r,3,4,4,5

The score on the roll is 450-points, 400 for the triple 4’s and 50-points for the “5”. Oh yeah, Insta-Bong for the triple that included the red die (take it now!) Currently, the total score for the turn is 550-points. You might stop, but what kind of example would that be. Besides, I know what the next roll is going to be. Set aside the three 4’s and the “5” and roll the remaining die. Its a 50/50 – 1’s, 5’s and, because a triple “4” is showing an additional “4′ is worth 100-points.

Third Roll – 4

You guessed it. The 4 is worth 100-points. Since all dices are showing scores, you may pick up all the dice and keep rolling. Current turn score: 650-points

Fourth Roll – 2,2,3,6,6

Zonk!!! – No points on the roll, hand the dice over to the next player and get a “0” with one Insta-Bong for a score. OK, thats no fun and not very educational. Let’s pretend that didn’t happen

Fourth Roll (Round Two) – 6r,6,6,6,1,5

Nice Roll.. Quadruple 6’s are worth 700-points (600 for the triple and 100 for the extra “6”), plus 150-points for the “1” and “5”. Pick ’em up and roll again. Current turn score: 1500-points.

Fifth Roll – 1,4,5r,1,2,6

OK, that’s 250-point more. 200 for the “1”s and 50 for the “5”. The “6” is no longer with additional points because the triple-6 is no longer showing. Greed is good, but its time to stop.

Turn score: 1750-points. Plus “4” hits one Insta-Bong, one Double-Insta-Bong, and one hit for the 1000 points.

Strategy and Hints

  • If you don’t have a good roll, just keep a single one or five. This will increase your chance for a three-of-a-kind on the next roll.
  • As long as you can roll three or more dice, keep the odd colored die in play to keep the possibility of rolling additional bong hits.
  • If you have played 5 dice, and a three-of-a-kind showing, rolling the last one gives you a 1-in-2 chance of getting a lot more points and bong hits. Go for it!

Variations

Breaking the Ice

500 points are required if it is the player’s first score of the game—that is, a 500+ roll is needed to ‘break the ice’. A player’s first score of the game entered on the scoresheet (500+ points) earns 1 BH.

Push Your Luck

The player must continue until he or she currently has at least 4 or 5 scoring dice set aside and is forced to roll when all six dice are used.

Train Wreck

Rolling a Zonk with all 6 dice ‘derails’ the player and he or she receives a consolation hit. Non scoring, just a little pity.

Texas SmokeEm

The gambling version – Everyone throws in the same amount of weed and the three winners split what is left.

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