How to host a bingo game

Short version: give every player a different card and a marker, agree the winning pattern out loud, call one word every ten to fifteen seconds from a shuffled list, tick each call off, and when someone shouts, read their marked squares back against your ticks. Everything else on this page is detail, but the details are what separate a game that drags from one people ask to play again.

What you need

  • Cards, one per player plus a few spares, all different. The generator makes up to 200 from a word list and prints 1, 2 or 4 per page.
  • A caller sheet: every word in a shuffled order with a tick box. It is the randomiser and the record. Print it with the cards, or use the on-screen caller, which shows the same order.
  • Markers. Pens for single-use cards; dried beans, buttons, cereal or bingo daubers for cards you want to reuse; dry-erase markers for laminated class sets.
  • Prizes, small and several. More on this below.
  • A way to be heard. In a hall, stand at the front and project the caller; in a classroom, the board is enough; at a dinner table, nothing.

The rules, as you should say them

  1. "Everyone has a different card. Mark the free square in the middle now."
  2. "I'll call one word at a time and say it twice. If it's on your card, mark it."
  3. "The first pattern is a line: any row, any column or either diagonal."
  4. "When you have it, shout bingo. I'll check your card against my list."
  5. "If two people shout on the same call, they both win."
  6. "After a winner, keep your cards; we'll play the next pattern on the same cards."

Say all six before the first call. The most common problems in a bingo game (a player who marked the free square late, two simultaneous winners, cards cleared between rounds) are all settled by the rules having been said out loud.

Calling pace

The right pace is the slowest player's pace plus a little pressure. For adults with short, familiar words, one call every 10 to 15 seconds. For children, language learners, long phrases, or any call that is a definition or a picture rather than the word itself, 20 to 30 seconds. Say each call twice, the second time after a pause, and glance at the room before the next one: when the last head comes up, call. Don't fill the gap with chat; the silence is the game.

Tick each word on the caller sheet as you say it. If you use the on-screen caller, the history is your record, but a paper sheet beside you survives a dead battery.

Winning patterns

Name the pattern before each round, and show it if you can: a drawing on the board, or a card held up with the pattern marked. The common ones, on a 5 x 5 card with a free centre:

  • Single lineAny row, column or diagonal. The standard first game.
  • DiagonalEither diagonal through the centre; four calls with a free space.
  • Four cornersQuick, and nothing to do with the free space.
  • Postage stampA 2 x 2 block in any corner. Four calls, often the fastest.
  • XBoth diagonals. Eight calls plus the free centre.
  • Plus signMiddle row and middle column. Eight calls.
  • Letter TTop row and middle column. Nine squares, eight calls with the free centre; also an upside-down T.
  • FrameAll sixteen outer squares. A long game that ignores the centre.
  • BlackoutEvery square. Needs most of the list; play it last.

Order them by length: a line or postage stamp first, then four corners or a diagonal, then an X or plus sign, then a frame or blackout if there is time. On the same cards, a later pattern often overlaps squares already marked, so later rounds are quicker than they look. For a 4 x 4 card there is no centre square and every line needs four calls; for 3 x 3, a line through the middle is two calls plus the free centre, so play "full card" from the start.

Checking a winner

Ask for the card number, then have the winner read out their marked squares in the pattern while you check each against your ticks. Don't take the card and check it silently; reading aloud is fast, public and settles it. If a square wasn't called, say so kindly ("not yet, keep going") and carry on with the next call. If two players shout at once, check both and give both a prize.

Prizes

Keep them small, give out several, and make the last one slightly better. Stickers, a candy cane, a bookmark, a small plant, a choice of song, first in line, a job, a favour. For adults, something wrapped so the winner picks blind. The game is better when a prize is a punctuation mark rather than the reason to play, and children in particular play happier when winning is likely over the course of the afternoon.

Classroom variations

  • Definition bingo. Call the definition; students find the word. The vocabulary list is set up for this.
  • Math bingo. Squares are answers (numbers); calls are problems ("seven times eight"). Make the list from the answers.
  • Picture bingo. For pre-readers and language beginners: students draw a picture in each square before the game, then calls are words.
  • Silent bingo. Write each call on the board instead of saying it. Reading practice, and remarkably quiet.
  • Student caller. The winner calls the next round from the sheet; good for reading aloud and for keeping the winner busy.

Party variations without a caller

  • Gift bingo at a baby shower or bridal shower: the gifts being opened are the calls.
  • Spotting bingo at a wedding reception or on a road trip: players mark things as they happen or go past.
  • Human bingo as an icebreaker: players collect signatures from people who match each square.
  • Buzzword bingo in a meeting: the speaker is the caller and doesn't know it.

For all of these, untick the caller sheet, print one card per person, and put the rules on a slip or a table sign, since there is nobody at the front to explain them.

Common problems

  • The game is over too fast. The list is too short or the pattern too easy. Use 48 or more words and start with a line, not a postage stamp.
  • Nobody is winning. The list is long and the pattern is hard. Switch to a line, or call faster.
  • Everyone shouts at once. Cards drawn from a short list share most of their squares. The unique cards guide explains why; the cure is more words.
  • Late arrivals. Hand them a spare card and let them join the current round; they will catch up by the next one.
  • A disputed square. The caller sheet decides. If you didn't tick it, it wasn't called.

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