The fastest little bingo club in your pocket
Your bank is empty. The caller will spot you a tenner.
Play money only. Balances, prizes and the jackpot exist on this device and
nowhere else — nothing here can be paid in or cashed out. Cards and the
draw are generated with crypto.getRandomValues; you and every
opponent draw from the same shuffled drum.
A card costs £1. You get one randomly generated card; every opponent gets their own from the same generator. Balls come out of one shuffled drum and everybody sees the same ball at the same moment.
When a ball lands you have 15 seconds (6 in 30-ball speed) to find that number on your card and tap it. Nobody marks it for you. Let the clock run out with the number still sitting there and it counts as a miss — the number stays unmarked and your combo is wiped.
Tapping a number that hasn't been called is refused, and the card gives you a shove for trying.
Every number you daub inside the window adds to your combo. Daub within 2.5 seconds and it's a SNAP, worth double. The combo multiplies your prize up to ×3.0. A miss puts you back to zero, and a false call costs you the lot.
Nobody wins on your behalf. When your card completes the stage in play, hit the BINGO! button — the button knows, and it will tell you loudly. Call with nothing there and it's a false call: combo gone and locked out for two balls, which is usually the game.
Opponents daub perfectly but shout at human speed — between 0.7 and 4.4 seconds depending on who you're sitting with. Beat them to the button and the prize is yours.
90-ball (UK housie) — a 3×9 ticket holding 15 numbers, five to a row. Played in three stages: one line, then two lines, then full house. Lines are rows only; columns and diagonals don't count.
75-ball (American) — a 5×5 grid with a free centre square. Stages: any line (row, column or diagonal), then a named pattern drawn at the start of the game and shown beside the drum, then blackout.
80-ball — a 4×4 grid. Any line, then full house.
30-ball speed — a 3×3 grid, six seconds a ball, full house only. Games last about a minute.
Lines are consolations: a line or a pattern pays a pound or two, usually about the cost of the card back. The money is in the full house, which never pays less than £5 and climbs steeply the earlier you take it. The ceiling is £500, and reaching it means the progressive.
What a full house is worth depends on:
You start with £50. Daub sharply and rarely miss a number and the bank climbs — over two hundred games a careful player usually finishes well ahead, having been down along the way. Play carelessly and it drains, fast: miss one number in six and you will be out of money inside an evening.
Missed numbers are what actually cost you. A number you fail to daub is gone for the rest of that game, and one miss is usually the difference between a full house and nothing at all. That, far more than luck, is where a bank goes.
If you do run dry the caller will spot you £20 to keep you at the table, and it goes in the book like everything else.
Every card bought adds 20p to the jackpot. Take the full house early enough — inside 69 balls at 90-ball, 65 at 75, 63 at 80, 19 at speed — and the whole jackpot comes with the prize, then it reseeds at £50. That lands roughly once in three hundred games and is usually worth £90 or more, so it is the one that pays for the evening.
Cards and the draw both come from crypto.getRandomValues
with the modulo bias removed by rejection sampling, so every ball and every
card is equally likely. Opponents use the same card generator you do, read
the same drum, and get no advance sight of anything. The only thing that
separates you from them is how fast you spot your number and hit the
button.
Add this to your home screen and it plays with no signal at all. Your bank, your stats and a game in progress are stored on the device — close it mid-game and it will be waiting on the same ball.
Play money only. No stake can be paid in and no prize can be paid out.