Fill or Bust
Fill or Bust Rulebook
Table of Contents
Table of Contents
Objective
Players try, with some lucky dice rolls and a bit of strategy, to score as many points as possible. On your turn, you roll the 6 dice to score points, but first you must draw a card which may bring a bonus or end your turn early.
Set Up
Shuffle the 54 cards and place them in a deck face down in the middle of the table. Each player will roll the dice. The player who rolls the highest number will go first and play will then go clockwise around the circle.
Game Play
The player who has the turn must draw a card and puts it face up in front of him. Then roll the 6 dice. If the dice shows one of the below combinations or individual 1s or 5s, he has a score. If not, he has made a null and his turn ends. Bad luck!.
The following individual dice or combinations score:
- Individual dice:
- every "5" = 50 points
- each "1" = 100 points
- Combinations of dice:
- "2 + 2 + 2" = 200 points
- "3 + 3 + 3" = 300 points
- "4 + 4 + 4" = 400 points
- "5 + 5 + 5" = 500 points
- "6 + 6 + 6" = 600 points
- "1 + 1 + 1" = 1000 points
- "1 + 2 + 3 + 4 + 5 + 6" = 1500 points
Each die only counts once, either as an individual die or as part of a combination. The scoring dice are set aside since they can only be rolled again when all six dice have scored. Combinations can only be scored on a single roll.
If the roll shows a die or scoring combination, the player has two options: stop or continue shooting to improve his score.
Stop: If the player decides to stop, write down the number of points achieved so far and pass the dice to the player on his left who will start his turn.
Continue: If the player decides to shoot again he must first set aside a scoring die or combination and then he will throw the remaining dice. If the new roll is a null the player's turn ends and he does not write down any points. The next player will start his turn, draw a card and roll the dice.
"Tutto" aka Fill
If all 6 dice score, either individually or as part of a combination, the player has made a "Tutto".
Again the player has the option to stop and score the points achieved so far or can continue playing. If the player continues after a fill a new card is drawn.
An example of "Tutto" would be a roll of "1 + 1 + 4 + 4 + 4 + 5".
Null aka Bust
If a roll does not result in any die or scoring combination, for example "2 + 3 + 3 + 4 + 4 + 6", a null roll occurs. The player does not score and simply passes the dice to the player on his left to play his turn.
End of the Game
The game ends at the moment when a player reaches or exceeds 6,000 points. Obviously the winning score can be altered in order to get longer or shorter games. Alternatively, a time limit may also be used.
Draw Cards
The draw card that was flipped over at the beginning of the turn can help or hurt the score depending on which card is drawn and what the player does during his turn.
Bonus Point Cards (12 x 300, 10 x 400, and 8 x 500 cards)
If a player gets a 300 point bonus, 400 point bonus or 500 point bonus card then that number of points will be added to their score but only if she scores a fill for the round. If the player rolls a "Tutto", he adds the bonus to his score. If you do not achieve a "Tutto" you do not get the bonus.
Also, if you draw a bonus card you can stop your turn before getting a fill. For example if you roll three 1's on the first roll and have 1,000 points and you don't want to risk rolling again and busting, you can just stop and take the 1,000 points. You will not receive the bonus points if you stop before getting a fill.
No Dice (Stop) Card (8 cards)
The player has had bad luck. His turn ends immediately and it is the turn of the next player. No points are scored for that turn.
Fill 1000 Card (6 cards)
If a player draws a Fill 1,000 card then he must try to get a "Tutto" and can not stop before getting it. If the player achieves the "Tutto", he gains 1,000 points. However, if the player does not get a "Tutto", he does not score any points and passes the turn to the next player.
Must Bust Card (4 cards)
If a player draws a Must Bust card then he continues playing until she busts. If a player gets a fill, he must continue, starting over with six dice and keep rolling until he busts. If a player gets lucky, he could get a fill four or five times before busting and his turn is over. Once the player has busted, he still gets all the points for that round.
NOTE: In this instance, additional cards are not drawn after each fill.
Double Trouble Card (2 cards)
If a player draws the Double Trouble Card then she must get two fills in a row before stopping. If the player busts before getting two fills then she doesn't get any points for that turn.
Vengeance 2,500 Card (4 cards)
If a player draws the Vengeance 2500 and then scores a fill, not only will he receive points but whoever has the highest point total will lose 2,500 points. If several players share the highest score, each of them loses 2,500 points.
If the person who drew the Vengeance 2500 card has the highest score, and no one is tied with him, then the card is discarded and another is drawn.