Zonk
Encyclopedia

Creation of the game

This dice game has been played since at least the early 1970s with specific origins unknown. Claims that it originated as a drug-related game in the 1980s are less likely to be the origination of the game and more likely to be an adaptation of it.

The basic premise of the game is to roll dice and accumulate more points than other players. There are different ways to accumulate points on a given turn and any roll that does not accumulate points is called a "Zonk," lending the name to the game.

Play begins with each player taking a turn to roll 5 dice - and each turn consists of at least 3 rolls of the dice (unless a "zonk" occurs).

Scoring:
A single "1" counts as 100 and a single "5" counts as 50.
All other single dice (2, 3, 4 & 6) have no individual value.
Three of a kind equal the dice number times 100 (three 2's = 200, three 4's = 400), however, three "1's" equal 1,000 points.
Once a die is counted toward points, it is set aside and not included with the next roll. An exception is made for 5's which can be rerolled in hopes of earning more than 50 points. Again, if a roll results in no points (singles or doubles of 2,3,4,6), it is a "Zonk" and ends the players turn immediately.

If a player makes it through 3 rolls with each roll generating points, all dice are then re-rolled and points continue to accumulate until the player either ends the roll of their own choice or rolls a "zonk."

Begin Play:
The game begins as players roll until they achieve at least 500 points to "get on the board" - you cannot accumulate points until you reach this threshold. Subsequently, they may choose to end each following roll upon earning points or until they "zonk."

Example #1:
Roll #1: 1-2-3-4-5 = 150 points
Roll #2: (reroll 2,3,4) 1-1-6-6 = 200 points, 350 total
Roll #3: (reroll 6,6) 4-6 = ZONK


Example #2:
Roll #1: 1-1-2-4-5 = 50 points
Roll #2: (re roll 1,1,2,4) 2-5-5-5 = 500 points, 550 total
Roll #3: Player forfeits third roll to keep the 550 points and "get on the board"


Variations on start/end abound (Often depending upon the length of time available to play the game.) The most common start point would be 500 points and end point would be 10,000.

The Zonk God AKA Barry Myers

In the mid-80's, Barry Myers brought this game from Framingham, MA to American University in Washington, D.C.. At American, Barry came up with additional terms that are used in the Northwestern game, such as Vanna. Barry was instrumental in this game becoming ever so popular at colleges and universities across the country. As one of the Founders, Barry decided that justice in the game would be administered by the Zonk God, an all-knowing being that would redress bad social behavior or cheating by causing the player to Zonk, Spaz, Space or otherwise lose a huge score. In a schism that many adherents to the original, established Zonk mythos decry as heretical, some folks believe in a polytheistic pantheon of shadowy Zonk Gods, who smile or frown upon players depending on their behavior.

Game play

Players take turns rolling the dice, starting with the first player and continuing clockwise. On a player's turn, he or she will roll all five dice. Unless the player zonks, the player may now either (a) stop rolling and keep the points, or (b) set aside at least one scoring die and re-roll the other dice to add more points. A Zonk occurs when a player's first roll results in no scoring dice. If at any point the player fails to roll any scoring dice or fouls, the player be awarded zero points for the turn. If a player stops rolling and correctly announces their score, their points are added to their previous saved total. If in the course of a turn, the player reaches a point where all five dice are scoring, he or she has "stationed". The player must re-roll all the dice again, adding additional scoring dice to the total of the first station, or "generation." If the player rolls no scoring dice while in station, he or she loses all points accumulated during that turn (aka. vanana). There is no limit to the number of times a player can station on a single turn.

To start a game, a player must register an initial score of 500 points or more. If a player is unable to start the game within 10 turns, the player misses 3 turns.

Scoring dice

  • 1's are worth 100 points.
  • 5's are worth 50 points.
  • 3 of a kind is worth face value x 100 (i.e. three 4's = 400 points), except three 1's are worth 1000 points. It is possible to split a scoring 3 of a kind (1's and 5's only) in order to produce a lower score. The player must acknowledge the 3 of a kind by announcing "Splitting 5's", say. It is also possible to pick up a 3 of a kind to shoot for a lower score, but you must leave at least one scoring die, and again declare the intention by saying "Picking up 6s".

  • 1,2,3,4,5 or 2,3,4,5,6 rolled altogether is called a "straight" and is worth 1200 points in limbo.

Bong Hits

  • 1000 points. When a player's total score passes the threshold of 1000 (e.g. having 700 points, then scoring 400.). Thus two bong hits could be scored in a turn by passing 2 1000s (e.g. scoring 1,100 points from a score of 900, one for passing 1,000 and one for reaching 2,000). Additional 1000s are attainable by passing 11,000, 12,000 etc. by finishing the game with a large score.
  • Three in a row. Scoring a bong hit on three consecutive turns earns the player a bonus bong hit for that turn. A failure to win halftime does not break a 3 in a row run.
  • Three in a turn. Again, scoring 3 bong hit in a turn earns a bonus 4th bong hit. For the purposes of a 2nd 3 in a turn, this counts as the first of the next 3. Thus 6 in one turn yields another bonus for a total of 7.
  • 5150, 6900. Sticking2 with a total score equal to one of these scores earns a bonus bong hit. Alternate variations played include the score 2300, 4200, and 6900. These scores allowed for a bong hit for all players despite score.
  • Social. Before gameplay, the players share rolling 5 dice to create the social roll, and the resultant 5 numbers are recorded. If any player generates that roll (e.g. 1,2,4,4,6) at any point during their turn, they are awarded a bonus bong hit (cannot be lost by subsequent fouling), and since all dice are scoring, station and continue with their turn with the points from the social added to their turn total. A player may always ask the scorekeeper what the social roll is during a game. If smoking during a game, only the player winning it receives it on the scoresheet, but all players may/must smoke, depending on the smoking rules.
  • Halftime, endtime. After the first player reaches 5,000 points, and again at 10,000, a bonus round is played. Each player gets to roll one turn, starting with the player after the person who crossed 5,000 first, and their final score when they "bloads". Any other foul results in a score of 0 for that turn. The player with the highest score for the round wins a bong hit. If no player registers a score in halftime or endtime, or players tie, the tying players play another round to determine the winner. If smoking, it is recommended for a joint to be smoked at halftime and endtime, especially if earned bong hits are not being consumed.
  • Winning. The player with the highest score at the end of the game wins a bonus bong hit.

Fouls

Zonk.
  • A first roll that scores no points (e.g. 2,2,4,4,6), ending the player's turn.


Bloads.
  • Rolling no scoring dice on a subsequent roll or the turn.


Space (mental errors)
  • Not knowing your score for the turn, or announcing it incorrectly during the turn.
  • Picking up dice out of turn
  • Leaving a non-scoring die, such as a single 2, on the table when picking up.
  • Picking up or splitting a scoring 3 or a kind unless first recognizing the 3 of a kind and declaring your intention to pick up or split them.
  • Leaving the table of play without first asking permission and receiving it.
  • Failing to ask permission to roll from a player who scored a bong hit on his last turn. In this case, the NEXT player must ask permission from that player or also "space". If multiple bong hits were scored, a permission must be sought and given for each bong hit, for example "May I go, four times?" "You may go four times." It is possible that multiple players may need to be asked, and the player must seek permission from each before his turn.
  • Failing to begin your turn by rolling the dice within 30 seconds of the end of the last player's turn. This rule is null if the player has asked permission to leave the table, or if the offending player was engaged in the preparation of a joint, spliff, bowl or bong hit.
  • Throwing the dice at one's opponent(s).
  • Ingesting the dice.


Sloppy aka "Spaz" (physical errors)
  • Rolling one or more die off the table.
  • Knocking over or dropping a die.
  • Failing to pick up all the required dice cleanly
  • Failing to roll the dice cleanly. This was a subjective rule, but was enforced if it was clear that there were dice both on the table AND in the player's hand for an instant, or if the sound of the dice hitting the table was "sloppy". Warnings were often issued for borderline sloppiness, with that player being watched hawkishly for subsequent Spazes.
  • Failing to pick up ALL the required dice up from the table.


Huffy
  • Any physical act of violence by a player (no matter how trivial) against the table, the dice or any player. The huffy rule extended for 30 minutes after a game, and huffys after the end of the game would result in the loss of a bong hit in the scoring.


5 in a row
  • If a player fails to score any points on 5 consecutive turns, the player misses the next 3 rounds. The score keeper MUST warn the player that he has failed to score on 4 turns before his 5th turn for this rule to apply.


DNF
  • Did Not Finish. If a player fails to finish the game under any circumstances.

Tactics

There are several ways to improve your chances of scoring many bonus bong hits.
  • If a social roll contains 1s and 5s, almost always leave dice down that give you a chance of still rolling the social. If the social is 1,1,5,4,6, leaving a 5 instead of a 1 to give yourself the chance of rolling a 4,6 is certainly worth the 50 points you give up. The optimal social is 1,1,5,5, and a 2,3,4 or 6.
  • Sticking below the 1000. If you stick at 950 total points, you only have to score 2050 points in 3 chunks (say 900, 800, 350) to score a 3 in a row, or 2050 in one turn to score a 3 in a turn bonus.
  • Using halftime, 5000 and 5150 advantageously to score a 3 in a row, similarly with 6000, 6900 and 7000.
  • Sticking at 9950, then winning with at least 1050 on your final turn to score a 3 in a turn (10,000, 11,000 and winning bong hit).

Records and record keeping

In order for a games to count for the purposes of records, it was deemed that a game must be fewer under 50 turns to prevent needlessly long games hunting for bonuses. The highest recorded score by one of the founders (as of Summer 1994) was 25 bong hits, scored in 44 turns by C.D., 13 June 1993.

Since the score is recorded and all rolls and actions marked by a score keeper Zonk participants usually did not use their real names on the score sheet. Highest recorded score was 28 bong hits. Three for reaching a score of 2300 (two for passing one thousand and an additional party bowl). This was followed by a roll of five five's scoring an additional 25,000 points or 25 bong hits. This was done by Zonk Master, Ghengis Bong (pseudonym) of Atlanta, GA in 1995.

A station bloads, zonk, spaz space or huffy are denoted in the scoresheet by marking a station symbol (like a London Underground logo) around the foul.

Early Migration

When the American founders returned to the US, several of them began teaching it to friends and pledges in their fraternaties. In 1993, only a year after their return to the States, the UK founders hosted a party. One of the guests arrived and was shocked to find a Zonk scorebook on the table. When he looked at the scoring, he confirmed, in some disbelief, the game that he knew was "almost" identical to the original game. He described several new rules in his game, although there were also a few original rules he did not know. After many questions, it was found that he did not know any of the original US founders, thus confirming that the game had passed from one of the founders to an unknown party, and then had been passed onto him by that person, an indication of its popular spread in the US.

There are several different versions of Zonk, usually based on the region of play. In one version, called "Detroit style," the game is played using six dice. Another popular version, called "Chicago style," is played with five dice. Each version has its own set of rules, regulations and style of game play; variations arise from the creation of new house rules (a practice which is encouraged).

It has been on the High Times magazine "pot 40" list as early as 1992.

Cheating

Contrary to most games, cheating is legal, ethical and even encouraged in Zonk, provided you get away with it. If a player is caught cheating, a "Zonk" should be called on the player, and his or her turn ends with zero points.

Democratic values

The majority rules in any disagreement within the game of Zonk, and a majority vote stands as a 'decision of the court' with precedents becoming new house rules. Useful times to invoke a vote include:
  • When a player is caught cheating and denies it
  • When a player is called for a "name" Zonk for saying a real name and denies it
  • If a situation occurs during a turn that suggests a new rule
  • In deciding to award a "delay" Zonk for a sustained absence
  • To put any sort of disagreement behind to continue the game with as little delay as possible
  • Thumbs up or down used to tally votes.

Bonuses

  • 2100 Space Odyssey (land on 2000 exactly then get 100 in your next turn)
  • Landing on exactly 4200 or 9900 at the end of a turn.
  • Five of a kind is called a "Yahtzee" (Chicago style) is worth 1500 points (2000 if it is made up of ones) and is an automatic "Bonus" (see below).

Alternate naming and fouls

  • "Architect" by stacking any dice on a roll
  • "Whig" (a Huffy) by showing any undue aggression towards the dice or another player (i.e. throwing the dice, slammimg the table. A kind warning is issued for first offenders and a second "whig" results in ejection from the game.
  • Calling another player by any name other than his or her Zonk nickname
  • Getting caught cheating
  • In most US games, the term Zonk is given to describe most fouls.


There are many, many variations to Zonk. Multi-colored dice may be used, and known color-variants include 3 sets of 2 colors (i.e. 2 red, 2 green, 2 blue), 2 sets of 3 colors (i.e. 3 red, 3 white), and 4 or 5 of one color and 1 of another. A variation of Chicago style five-dice Zonk was popularized in South Bend, Indiana which emphasized bonuses and high scoring individual rolls. In Eau Claire (Wisconsin) style Zonk, six dice and the cards from the game "Fill or Bust" are used, to add an additional layer. A version thought to originate at the University of Vermont, has spread down the East Coast using similar rules to the Detroit style. Many unique variations of the game have sprung up wherever Zonk is played. Some additional examples of house rules and variations include:
  • "Speed Zonk": All other rules apply, but there is no Bloads, and you keep any points that would otherwise by forfeit for a Bloads. This is often played to 20,000 or more.
  • "Big Bertha": In five-dice zonk, when two ones and two fives are rolled, it is generally considered extremely bad luck to keep the points and choose not to roll the last non-scoring die, unless keeping a lowly 300 would land directly on a bonus. If four dice are used of one color and one of another, any Big Bertha in which the one non-scoring die is the odd color, it MUST be rolled, regardless of the player's point total.
  • "Holding one die": Zonk is frequently played with an alternate method of rolling the dice. Instead of rolling all of the dice, one die is held back in the roller's hand. After evaluating the roll, the roller will then roll the remaining die into the other dice to increase the score. The score is only tallied after the remaining "striking" die is rolled.
  • "Breaking the ice": Each player must score at least 1000 points to "Enter the Game" and record points. No player may stop short of 1000 points prior to entering the game. Once a player has entered the game, he or she may stop at any point value subsequently thereafter.
  • Rolling a Table Zonk is called a "newbie" and when a "newbie" is rolled a hit is rewarded. Rolling a newbie after a fill (i.e. all previous dice had been scoring dice) is called a Newbie Waster. A Newbie Waster is the most unfortunate roll to occur to a player. Not only does the player lose his or her points for that round, but he or she also does NOT receive the hit that is usually received after rolling a Newbie.
  • If on any given all-dice roll at least three dice are a combination of 4s and 2s, the roller may choose to go for a 420 by rolling the remaining dice one at a time. Any combination of 4's and 2's awards the roller with 1000 points, and the start of a community bowl. However, the rolling is stopped, and the points automatically banked.
  • A "Social" occurs when a player rolls four 4s in a single roll. The youngest player should yell "Social!" before the active players all smoke followed by others present. Socials incorporate other people into the game even if they aren't currently playing. It is customary to write in visiting players who participate in any social.
  • If a player reaches the fifth generation (by filling four times) and chooses to bank the points he is allowed to rename a player after the game. Also, if a player chooses to bank on or after the seventh generation, he gets to make a new house rule.
  • The game is won by the player who lands directly on 10,000 points or rolls through 13,000 points first. In an alternate version, a standard roll through 10,000 point win unless another player who has accumulated more than 5000 points calls an 11,000 point game. At this score the number must be landed on exactly.
  • The first player to reach Midway (halftime at 5,000 points) gets to make a rule that is applied for the remainder of the game. Possible Rule additions may include:
  • 5000 Sprint Rule adopted in Alfred, NY is where one player fails to reach 5000 points but a winner is declared after surpassing 10,000. The player under 5000 points can call a "5000 Sprint" where all players scores are reset to 0 and all play again to 5000.
  • Happy Faces and Unhappy Faces adopted in Alfred, NY is when a player achieves a score of a multiple of 1000 for a happy face and for a score of 50 points below a multiple of 1000 for an unhappy face. So 1000, 2000, 3000, etc. is a happy face whereas 950, 1950, 2950, etc. is an unhappy face. 3 Happy Faces during a game result in a "Bonus" bong hit on the third happy face while 2 unhappy faces in a game result in disqualification from the game and a final score of a DQ (not a DNF).
  • Devil Hit: Any player who throws a 6-6-6 at one time (regardless of any other dice) is entitled to a bong hit at the end of their turn, regardless of whether or not they score points on that turn. That player (and any others who choose to do so) should announce "Devil came!"
    • The Ronnie Rule originated in Marlboro, New Jersey. This rule ultimately doubles scoring points on the table. When a player rolls points and the only remaining die indicates the scoring points rolled, the player picks up all the die and rolls again adding to the doubled points earned. Example: 4 fives (rolled separately)and a two is considered 200 with a 2 so the player receives 400 points and continues the roll after picking all the dice up. Or examples may include 3 fives (at one time) and a one and a 6 is 600 with the 6 and doubles to 1200 points. There has been much dispute over 5 hundred with a 5 rolled as 3 fours (at once) with a one and a five. This has been considered 1000 points OR 650 because they are all scoring die.
  • In one version, called "Detroit style," the game is played using six dice. Another popular version, called "Chicago style," is played with five dice. Each version has its own set of rules, regulations and style of game play; variations arise from the creation of new house rules (a practice which is encouraged).
    • At Midway, Marloboro Rules also institute a halftime game. It is basically a time-out where points do not get added to game totals. Many different types of games have been played and the winner of Midway gets a bonus hit.
  • Other possible bonuses:
    • 2001: "Space Odyssey"
    • 3300: "Rolling Rock"
    • 5150: "Van Halen"

Emory (1992 - today) Variant

  • Played with 5 dice.
  • Zonk: a roll which initially scores a low point values but subsequent rolls get no points resulting in all points lost
  • Bloadz: is a roll in which none of the dice are scoring.
  • Vanna: (level 2 bloadz)
  • Fnord: A roll of two two's and three three's which score no points but result in the end of the turn and an immediate bong hit for the rolling player. (Named in reference to the 'Illuminati' books by a fan and frequent Zonk player.
  • Kwisatz Haderach: A roll of five five's resulting in an immediate end of the game and 25 bong hits to the rolling player. Named for the messiah-like character in Frank Herbert's Dune.
  • Space: Loss of turn due to player not realizing that it is their turn.
  • Sputnik: Two Spaces in a row.
  • NASA: Three Spaces in a row.
  • Party Bowls: A specific score for a player results in a bong hit for all players. Scores of 2300 (reference to 'Law of Fives'), 4200 (nod to 'Hitchhiker's Guide to the Galaxy'), and 6900 (no reference needed).
  • Sally: Any roll which scores points but are too low to get a bong hit but the player chooses to take anyway. Level for calling a 'Sally' is determined by all other players.
  • Mother Teresa: Any time a player calls a lower score than earned in order to get a party bowl for the entire playing party.
  • Spaz: Rolling the dice into the bud.
  • Bong Tender: One of two jobs in the Zonk game. Similar to the 'Banker' in Monopoly, the Bong Tender must make sure bong is loaded for anyone who rolls and earns one.
  • Score Keeper: One of two jobs in the Zonk game. The Score Keeper records all Zonks, Bloadz, Bong Hits, and any other activities occurring during the game which can be varied and abstract. Proficient score keepers provide the winner with a colorful scorecard vividly depicting the game in all turns. Winners take the scorecard as a record of their performance.

Northwestern (1994) Variant

  • The first "zonk" is still titled "zonk" but each zonk for every subsequent level past has a separate name. These are:
    • Vanna (level 2 zonk)
    • Mitch (level 3 zonk)
    • Three Mile Island (level 4 zonk)
    • Chernobyl (level 5 zonk)
    • Hindenburg (level 6 zonk)
    • Titanic (level 7 zonk)
    • Challenger (level 8 zonk)
  • a pair of twos acts as a single wild with any other pair, forming that pair's three of a kind.
  • if five dice are rolled of different value on the comeout roll, a sixth die is added to roll for a big straight (twice a normal straight)

NWPA History and Rules

In the early 1980s students from Edinboro and Gannon Universities gathered frequently in the “Shack” to enjoy a fine smoke and some cold beer. A dice game known as Zonk de bong was introduced with only the barest of rules, something had prevented the complete recollection of the original game. As the notebooks filled up and new players were introduced to the game at each college, a written rule set was demanded by the weaker players who thought the penalties were being fabricated during the games. The following is the game of Zonk as defined in Venango, PA by the Cabin Consortium, circa 1981

Object to Score 5000 points and have opponents Zonk on their last roll.

Equipment: 6 dice, score pad, writing utensil, bonus/penalty material.
  • Rules:

  • Scoring: 1’s, 5’s, three-of-a-kind, straights (6 dice in one roll).
  • 1’s – 100 pts each
  • 5’s – 50 pts each
  • Three-of-a-Kind – 100 pts x die number ( 3-3’S = 300 pts)
    • Exception 3-1’s = 1000 pts.
  • 1 thru 6 (Straight) – 1500 pts & Roll-over

  • Procedure: To start - each player rolls 1 die to determine clockwise turn order – highest rolls 1st. Roll-offs as needed to break ties. As long as a player keeps at least 1 scoring die aside after each roll, their turn may continue (keep one, roll the rest)
    • 4 or 5 dice must be scored before a player may stop. Scoring all 6 dice is a “Roll-over” and player’s turn must continue until 4 or 5 dice are used or player Zonks.
    • Exception: 6-of-a-kind in one roll may stop at player’s discretion unless occurring in a final roll to beat another player at or over 5000 pts.
    • If a player fails to score the minimum value required with the mandatory number of dice used, no points are awarded. This is a “ZONK” and shown in the scoring as a horizontal line (---------).
    • To ”Get on the Board” (1st score by a player) a minimum of 500 pts is required.
    • After a player is “On the Board” their minimum score is 400 pts.
    • Once a player reaches 5000 pts or more, each opponent gets on turn and must try to beat the high score. Play continues until last player Zonks and bonus/penalty obligations are fulfilled, until then penalties can occur.
  • Bonuses: 1 - Getting “On the Board”
    • 1 – Per thousand scored during a players turn
    • Example: player scores 1100 pts during 1st turn, receives 2 bonuses, only 1 received if 1000–1950 pts scored in subsequent rolls.

  • Penalties: 1 – For all players for 3 ties while determining 1st roller (Delay of Game)
    • 1 - Per die thrown off the table
    • 1 – Per die picked up out of turn (3 penalties maximum)
    • 1- Zonks across the Board (all players Zonk in one round, twice for only 2 players)
    • 2x previous total – not fulfilling your bonus/penalty obligation before starting your next turn
    • 1 – Not scoring any dice during 1st roll of a turn (not after a roll-over), called a Role’ ,
    • 3 – Throwing 2 Role’ in a row
    • 3 – Throwing 3 Role’ in a game
    • 3 – 3 Zonks in a row by a player
    • 3 – Rolling out of turn (points don’t count)
    • 3 – On perpetrator for Interference of Roll (blocking, spillage, excessive abuse, etc.)
    • 3 and Loss of all points – Throwing 5 – 2’s in one roll (“Five 2’s you lose” for Abuse of Dice)
    • 6 + verbal abuse as necessary – Being shut out at the conclusion of a game (would receive 6 bonuses to score 5000+ points to overtake a player at or beyond 5000pt threshold anyway)
  • Notes: Bonuses/Penalties are denoted by an apostrophe type mark for each beside a players score for the round. Examples: 550’, 2150’’, Role’, ------’’, etc
  • Denote a straight thrown and scored as a star beside the players score for the round. Example: 1950’ *
  • When a player Zonks three times in a row create a big Z from the three horizontal score lines on the score pad
  • A triple penalty is called a “Pack”
  • 3-2’s is called a “Herd of Turtles”
  • There is no physical difference between a bonus and a penalty, only how you feel about it.

ALL JUDGEMENT CALLS ARE TO BE DETERMINED BY MAJORITY RULE

Newbury Rules

Newbury Rules are traditionally played on Thanksgiving Morning, during the Macy's Thanksgiving Day Parade. In traditional Newbury Rules, "Zonk" is a term used to describe a turn ending legally, and "Bloids" is used to describe when you have rolled 0 points on five dice.
  • Run or Straight - When five dice are rolled and produce 1,2,3,4,5 or 2,3,4,5,6, no points are awarded, but roller is granted a bonghit.
  • Bloids Cubed - If you were to roll Bloids (no points when rolling 5 dice) consecutively three times, that's a bonghit. Additionally, If you roll enough points to pick up all five dice again, and then roll Bloids, this is considered "Bloids squared". If your previous or following turn results in a Bloids, that would also be considered "Bloids Cubed" and result in a bonghit. Also, if you roll enough points to pick up five dice twice, and roll a Bloids on your third roll of five dice in one turn, this would earn you a bonghit.
  • 4x Wild card - If any number is produced 4 times from any given roll, that number is now a wild card until you pick up all five dice again, either by loss of turn or point gain resulting in all five dice being rolled again. Example: A person rolls five dice, 4-4-4-4-2. They have 400 points active, (three of a kind 4's x100 points) and are able to reroll the fourth 4. It comes up 2. Now, the roller rolls both 2's to add to the active 400 points. If a 4 comes up again during that roll, it is considered a wild card and must be rerolled.
  • Passing - Passing of bonghits is allowed. If the bonghit is passed to someone playing the game, they must take it and may not pass it to someone else. Passing a bonghit to someone not playing the game may be refused.

Hopkins Rules

At around the turn of the 21 Century, several students at the Johns Hopkins University combined the game play of Zonk with the score keeping of baseball. Under this new variation, which is also known as I Hate the Yankees Zonk, each player's turn is considered an At Bat. The result of each At Bat is calculated in the following fashion:

Zonk = Out

Bloades = Out

Space = Strike Out Looking

Spaz = Strike Out swinging

Score less than 250 points = Base on Balls

250-550 Points = Single

600-850 Points = Double

900-950 Points = Triple

1000+ Points = Home Run

All miscellaneous non-scoring rolls are considered an out in some fashion. Any "special" non scoring roll - e.g. Goose (3 Zonks in a row by the same player), Space Cadet (3 Spaces in a row), Bloadezilla (3 Bloades in a row) - is considered a double play if there are runners on base. Base runners are awarded the same number of bases as the hitter unless the hit is "long," in which case the runner is awarded an extra base. A "long single" is defined by a roll of 400 points or more, and a "long double" as 800 points or more; e.g. a roll of 500 points would allow a runner on second to score. Any player that receives a bonus bong hit is awarded a stolen base.

All participants are required to pick the name of their favorite baseball player (e.g. Ted Williams) and are to be referred to as such for the course of the game. All players are on the same "team" and play proceeds by the rules of baseball - 9 innings, 3 outs per inning. The game is concluded at the end of 9 innings regardless of score.

Instead of the traditional Zonk Scorecard (see above) the score is kept in the traditional baseball fashion. Statistics including batting average, slugging percentage, rbis, etc. are all calculated for bragging rights over the course of a season. I suppose a full season would be 162 games but really who needs to play that much Zonk?

Career Leaders

Batting Average:

Hank Arron .734
Joe DiMaggio .686
Ted Williams .674

(min. 5 games)

Home Runs:

Ted Williams 16
Hank Aaron 8
Hank Greenburg 7

Runs Batted In:

Ted Williams 58
Hank Aaron 44
George Brett 33

External links

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