Bingo is a game of chance in which randomly selected numbers are drawn and players match those numbers to those appearing on 5x5 matrices which are printed or electronically represented and are known as "cards." The first person to have a card where the drawn numbers form a specified pattern is the winner and calls out the word "Bingo!" to alert others and inform the caller of the win. The card must first be properly checked for accuracy before the "win" is officially confirmed at which time the prize is secured and a new game is begun.
The version of the game described in this article is played in the United States and Canada. A very similar game is played in the United Kingdom and in Australia (where it is called housie). These games differ only in ticket layout and calling.
On the surface, bingo appears to be such a simple game. Everyone knows the basic premise: one person, armed with a set of numbers, callsout randomly selected numerals until a player shouts out that they have filled their ticket. And to the player, this is the case. However, for the caller it is far more complex. This entry hopes to introduce new callers to what is required, help those more experienced to refine their styles and explain some of the less logical number nicknames to players.
Each bingo player is given a card marked with a grid containing a unique combination of numbers and, in some countries, blank spaces. The winning pattern to be formed on the card is announced. On each turn, a non-player known as the caller randomly selects a numbered ball from a container and announces the number to all the players. The ball is then set aside so that it cannot be chosen again. Each player searches his card for the called number, and if he finds it, marks it. The element of skill in the game is the ability to search one`s card for the called number in the short time before the next number is called.
Setting the scene for Bingo
Before you get down to the business of selling tickets and calling the numbers, it is worth a brief introduction. You need to establish how many games you will be playing, whether you will sell tickets before each game or in a 'book' for the whole session1, and whether you will be playing for the 'line', 'four corners', or just for the 'house'. In the formal setting of a professional hall, these protocols will already be established and you will probably receive training in their way of doing things.
In truth, your audience will dictate how you go about it. For example, you would probably go round and sell the tickets to a small elderly group as it is generally quicker and easier, but in a youth club you'll want them to queue up and calm down.