Does anyone have the rules for a card game called "Fill or Bust" by Bowman Enterprises? It has a deck of cards with "Fill 1000" Double Trouble, Must Bust, No Dice, and 300, 400, and 500 bonus cards and six dice. It is an old game from 1986 ish and I have the game, but can't remember how to play it.
By judy from Chassell
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Visit https://fillorbust.com and you can download a PDF of the rules.
FILL OR BUST!
2 or more players Ages 9 to Adult
This game consists of:
6 DICE* and 54 DRAW CARDS
* White, red or green dice depending on availability
12 ea. 300 pt. "BONUS" cards
10 ea. 400 pt. "BONUS" cards
8 ea. 500 pt. "BONUS" cards
8 ea. "NO DICE" cards
The object of the game is to be the highest scorer.
You can play to a goal of any number, for example, 5,000 or 10,000 points. The winner would be the first player to reach that goal.
You can also play within a time limit. The winner would be the highest scorer at the end of the time limit specified.
Youll need to supply paper and a pencil to keep score.
BEGINNING PLAY
Shuffle the DRAW CARDS before each game and place them face down in the middle of the table.
You start by selecting a player to begin. Each player rolls one die. The player with the highest value for their roll begins the game. Play continues in a clockwise direction.
RULE 1: You MUST turn over 6 DRAW CARD before each turn and after each "FILL".
The card you turn over will determine your course of play and will be explained later under "PLAYING THE DRAW CARDS".
RULE 2: You MUST score EVERY TIME you toss the dice.
After turning over a card, you begin your
turn by tossing all six dice.
You score by tossing 1's, 5's, any triples or a straight (1 through 6). The chart under "SCORING WITH THE DICE" shows the points you receive according to which dice you toss.
RULE 3: After each toss you MUST remove some or all of the scoring dice.
Set aside the scoring dice that you have
chosen and add up their points.
You can decide to take these points and add them to the scoresheet, ending your turn, or you can take a chance and try to score more points with the remaining dice.
HOW TO SCORE A FILL
If you can continue to score on every toss of the dice and you eventually set aside all six dice, YOU HAVE SCORED A "FILL"!
After scoring a "FILL", you can decide to either: 1.) take the points scored during that turn and add them to the scoresheet, ending your turn, or; 2.) you can take a chance and try to score more points by turning over another "DRAW CARD" and roll all six dice again.
There is no limit to the number of "FILLS" that may be scored in a turn.
WHAT IS A "BUST''? ,
If on any toss you DO NOT score, that toss is a "BUST"
When you "BUST" during a turn. you lose ALL the points you scored in that turn. You do not lose any points that were already added to the scoresheet.
After a "BUST" your turn ends, and you pass the dice to the next player.
SCORING WITH THE DICE
The object of scoring with the dice is to roll as many points in a turn as possible without tossing a "BUST".
It is up to you to decide when to stop and take your points and add them to the scoresheet, where they are safe, or whether to risk your points and continue rolling the dice in order to try and score more points.
The chart below shows the points values youll score, based on the number values on the dice you roll:
Die value is one pip = 100 points
Die value is five pips = 50 points
Die value is one pip x 3 dice = 100 points
Die value is two pips x 3 dice = 200 points
Die value is three pips x 3 dice = 300 points
Die value is four pips x 3 dice = 400 points
Die value is five pips x 3 dice = 500 points
Die value is six pips x 3 dice = 600 points
HOW TO SCORE A TRIPLE
A triple can only be scored in a single toss of the dice. You CANNOT add dice from different tosses together to form a triple. For example, you cannot add a single die from one toss to a pair of the same number from another toss.
HOW TO SCORE A STRAIGHT
In order to score a straight, the number values on the dice thrown in a single roll must be 1 through 6. For example. On the first toss of your turn, or the first toss after a ''FILL", you must throw a 1, 2, 3, 4, 5 and 6.
PLAYING THE DRAW CARDS
The DRAW CARDS are used to add variety and excitement to the game.
Depending on which card is drawn, they can make scoring easier or more difficult. Some cards give you bonus points for scoring a "FILL", and some cards take away your turn. One card can be used to subtract points from the leader's score.
The DRAW CARDS are shuffled and placed face down at the center of the table. As the cards are drawn, they are turned face up and placed in a discard pile.
WHEN TO USE THE DRAW CARDS
You draw a card before each turn begins.
A card is also drawn after each "FILL" is scored, should you decide to continue your turn.
The card you draw will determine how to proceed with your turn.
HOW EACH CARD IS PLAYED
BONUS 300, 400 and 500
When you draw a "BONUS" card, you will receive bonus points ONLY if you score a "FILL".
The amount of the bonus is determined by the number on each card. This number is added to the points scored in that turn.
You have the option to stop tossing before you score a "FILL"; however, if you choose to stop before scoring a "FILL", you DO NOT collect the bonus points.
NO DICE
When you draw a "NO DICE" card you lose your turn.
If after a "FILL" you decide to draw another card and you turn over "NO DICE", you lose ALL points scored in that turn. You do not lose any points already on the scoresheet.
FILL 1000
When you draw a "FILL 1000" card, you MUST score a "FILL". You lose your option to stop tossing before scoring a "FILL".
If you "FILL", you ADD an extra 1000 points to those points scored in that turn.
If you "BUST" before scoring a "FILL", you lose your turn and all points scored in that turn. You do not lose any points already on the scoresheet.
MUST BUST
The "MUST BUST" card makes scoring the easiest. When you draw "MUST BUST", you are certain to score unless you "BUST" on the first toss.
You begin by tossing all six dice. After each toss, you MUST set aside ALL scoring dice. You continue to toss the dice, set aside ALL scoring dice, and add up your points until you "BUST'. There is no limit to the number of tosses or "FILLS" that you may make.
You do not draw another card after each "FILL" when playing the MUST BUST card.
After you "BUST", you ADD the total number of points that you scored in that turn to the scoresheet. You then pass the dice to the next player.
DOUBLE TROUBLE
When you draw the "DOUBLE TROUBLE" card, you MUST score two consecutive "FILLS". You lose your option to stop tossing before you "FILL" twice in a row. If you score two consecutive "FILLS", you DOUBLE all the points you scored in that turn and ADD the total to the scoresheet.
After adding your total to the scoresheet, you can continue your turn without the risk of losing those points.
If you "BUST" before scoring two consecutive "FILLS", you lose your turn and all the points scored in that turn. You do not lose any points already on the scoresheet.
VENGEANCE 2500
This card can only be used against the player with the highest score. If two or more players are tied for the lead, the "VENGEANCE" card is used against all of them.
When you draw a "VENGEANCE" card, you have the option of playing the card or not. If you choose not to play the card, discard and draw again.
If you choose to play the card, you MUST score a "FILL". If you "FILL", total all the points scored in that turn and add them to the scoresheet.
SUBTRACT 2500 points from the leader's score. If two or more players are tied for the lead, each player loses 2500 points. If the leader(s) has less than 2500 points, his score becomes zero.
After scoring a "VENGEANCE FILL, you can continue your turn without risking the points from that turn that were added to the scoresheet.
If you "BUST" before scoring a "VENGEANCE FILL" you lose your turn and all points scored in that turn. You do not lose any points already on the scoresheet.
NOTE: The leader can only play the "VENGEANCE" card if one or more players are tied with him for the lead. If the leader draws the "VENGEANCE" card and no one is tied with him. he must discard and draw again.
BEWARE: With every extra toss of the dice or draw of a card, you take the risk of losing any points you have scored that have NOT been added to the scoresheet!
TEAM PLAY
Select teams with an equal number of players. Players are seated so that each team alternates in turn. One player from each team tosses one die. The team with the highest toss begins. Play continues clockwise. Team play is suggested for larger groups of 8 or more players. All rules remain the same; however, you can choose to double the value of "VENGEANCE 2500" for more excitement.
TOURNAMENT PLAY
All tournament play is within a time period. Split all players up into groups of 2 to 6 players. These groups play 20- or 30-minute rounds. When all groups do not have an equal number of players, allow 5- to 10- minutes per player in each group. Any turn that is in-progress at the end of the time period is played out.
SINGLE ELIMINATION
After Round 1, all players are listed in order from the highest scorer to the lowest. The top-half of the higher scorers proceed to Round 2 and the bottom-half are eliminated.
Continue by listing the players after Round 2. Again, the top-half of the higher scorers proceed to the next Round and the bottom-half are eliminated.
Continue playing Rounds until all but the top 2 players are eliminated. These 2 players then participate in a 15-minute "FACE OFF" Round. The highest scorer wins the game.
DOUBLE ELIMINATION
In double elimination, a player who scores in the lower-half of all scorers twice is eliminated.
OPTIONAL RULES: All players must agree to an option before the game starts for the optional rules to be valid. One or more of these options may be used in a game.
Option 1: SHOW-DOWN"
When a player has won the game. The remaining players each have one last chance to out score or "VENGEANCE" the leader. The highest scorer at the end of SHOW-DOWN wins. If a successful "VENGEANCE" card has been played and the leader's score is brought under the goal, the game continues until some player reaches that goal again.
Option 2: MUST BUST!
"MUST BUST!" can be played as a penalty card. When you draw "MUST BUST!", you begin by tossing all six dice. You continue tossing until you "BUST". SUBTRACT the total number of points scored in that turn from your board score and pass the dice to the next player.
Option 3: COMBO 5"
Any combination of 5 (2 & 3 or 1 & 4) can be set aside to score 50 points. This option can only be used to score a "FILL".
Any questions or comments? Write to:
BOWMAN ENTERPRISES
2454 Erskine Road
Joliet, IL 60432
© 1981 BOWMAN ENTERPRISES
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