Double Bingo Rules

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This simple beginners’ guide was originally written for my work colleagues after I arranged a bingo night and realised not one of them had ever played bingo before or knew how to play. It’s written with the complete bingo newbie in mind.

Never Played Bingo Before? Then This Is The Guide For You!

On arriving at the hall, buy your bingo books from the book sales desk in the main area of the hall – it should be clearly signposted. If not, ask a member of staff, they’re there to help! At the counter you will be asked how many books you require. One book will contain multiple pages, each page is a different game.

A bingo ticket looks like this:

Double play bingo rules

It has 15 numbers, arranged in columns 1-9, 10-19, 20-29, 30-39, etc. up to 90.

The more books you buy, the more tickets you have in play in a single game. You can buy between 1 and 6 books. If you have 6 books then every number called is on your book. If you buy 3 books you will only have half the numbers between 1 and 90 per game, so not every number called will be on your book.

Personally, I find 6 books easier to play, as you know you have to mark every number called. As a beginner though, I would recommend trying 2 or 3 – remember though, the less books you have, the longer you have to wait for numbers to be called. Bingo calling in the bingo clubs is a speedy affair. There are no clickety-clicks or 2 fat ladies in the modern game. You have to concentrate and move fast otherwise you lose out!

Bingo Gambling Rules, 200 no deposit casino bonus at intertops casino, slottica casino refusing to pay out winnings, charity casino ottawa. The wild number is the number played on a double bingo that leads into a triple bingo. The first number out of the hopper determines the wild number. For example, if 42 is drawn, all numbers ending in 2 should be marked off.

All around the hall, other games are going on. You need to check which times the main sessions begin, as there are many intervals throughout the night. When the main games are ready to begin, an announcement to take your seats will be made by the caller, and the hall will fall silent.

Eyes Down, We’re Looking For The Line!

When the game is ready to start, turn to the first page in your book. The caller will announce whether you are playing for a LINE ACROSS, TWO LINES ACROSS or a FULL HOUSE – he will also announce which colour page in which book you are playing – check you are on the right ticket.

If you play the wrong ticket and win you will not get the money so always check around you to see everyone is on the same ticket. If the caller starts before you are ready, quickly shout ‘hang-on’ to give you time to catch up. If you’re stuck, other members sat near will generally help you out if you ask nicely, or try to attract the attention of a member of staff if that fails. Be quick though, as the rest of the hall will groan if you hold them up too long!

As the caller announces the numbers, mark them off clearly in your bingo book, only on the page you are playing. Most games will be played for the line then the full house. A line is 5 numbers in a straight row, across the ticket like this:

One line across

Once that has been won the game moves on to the full house (15 numbers on one ticket, 3 rows.) There will be no more prizes awarded for a line.


Full House

Occasionally there will be a game for two lines between the line and the full house – listen for the caller to announce it.


2 Lines Across (must be on one ticket!)

Once you are the first to have a line across, two lines across or a full house, shout out loudly. You can shout ‘House!’ Bingo!’ ‘Knickers!’ ‘Here!’ Or whatever you want to stop the caller – just make it LOUD!

You must also shout fast. If the number you need to win comes up, and you don’t call straight away you can lose the money. If the caller starts the next number by just a breath before you stop him, you are too late, have lost, and get no money.

Hold up your hand and a member of staff will come to check you have the winning ticket. You need to give them your membership card and sign for your prize money which will be given to you at the table.

Golden Rules For Playing Bingo!

The regulars of any bingo club are renowned for their viciousness when it comes to the rules of the game and will give you a going over if you don’t observe them.

The main rule is when a game is on – be quiet, even if you aren’t playing. I can’t stress how important this is! You will be strung up from the nearest fruit machine if you talk when the proper bingo is on. However, it is fine to talk when the table/party bingo is played in the interval.

Rules

As the tables are not officially kept for the members, it’s common for regulars to mark their territory – if you see a table that looks empty but has items such as a glasses case or a couple of pens on it, stay away. That means the table is being kept for a friend… Otherwise beware!

Use thick markers or dabbers – if you try playing with a biro you will find it difficult to keep up! They can be purchased at the club. Circle or cross your numbers out as soon as they are called.

Double Bingo Rules

Dabbers – Markers (avoid black as it
obscures your numbers)

And finally…

Bingo can be good fun, especially if you win some money! It is a game of speed and concentration. However, bingo is also an activity enjoyed and frequented by people from many walks of life and backgrounds.

Double Bingo Rules

As such, if you are easily offended by homemade/faded black tattoos, cheap gold jewellery worn over Primark polo-necks, sports leisure wear, colourful language, blue rinses, a number of signet rings worn on one hand and people smoking Mayfair cigarettes then bingo is not the game for you.

You have been warned! ;)

Game Play

You should have a game board, 100 letter tiles, a letter bag, and four racks.

Before the game begins, all players should agree upon the dictionary that they will use, in case of a challenge. All words labeled as a part of speech (including those listed of foreign origin, and as archaic, obsolete, colloquial, slang, etc.) are permitted with the exception of the following: words always capitalized, abbreviations, prefixes and suffixes standing alone, words requiring a hyphen or an apostrophe.

Place all letters in the pouch, or facedown beside the board, and mix them up. Draw for first play. The player with the letter closest to 'A' plays first. A blank tile beats any letter. Return the letters to the pool and remix. All players draw seven new letters and place them on their racks.

The first player combines two or more of his or her letters to form a word and places it on the board to read either across or down with one letter on the center square. Diagonal words are not allowed.
Complete your turn by counting and announcing your score for that turn. Then draw as many new letters as you played; always keep seven letters on your rack, as long as there are enough tiles left in the bag.
Play passes to the left. The second player, and then each in turn, adds one or more letters to those already played to form new words. All letters played on a turn must be placed in one row across or down the board, to form at least one complete word. If, at the same time, they touch others letters in adjacent rows, those must also form complete words, crossword fashion, with all such letters. The player gets full credit for all words formed or modified on his or her turn.
New words may be formed by:
  • Adding one or more letters to a word or letters already on the board.
  • Placing a word at right angles to a word already on the board. The new word must use one of the letters already on the board or must add a letter to it. (See Turns 2, 3 and 4 below.)
  • Placing a complete word parallel to a word already played so that adjacent letters also form complete words. (See Turn 5 in the Scoring Examples section below.)
No tile may be shifted or replaced after it has been played and scored.
Blanks: The two blank tiles may be used as any letters. When playing a blank, you must state which letter it represents. It remains that letter for the rest of the game.
You may use a turn to exchange all, some, or none of the letters. To do this, place your discarded letter(s) facedown. Draw the same number of letters from the pool, then mix your discarded letter(s) into the pool. This ends your turn.
Any play may be challenged before the next player starts a turn. If the play challenged is unacceptable, the challenged player takes back his or her tiles and loses that turn. If the play challenged is acceptable, the challenger loses his or her next turn. Consult the dictionary for challenges only. All words made in one play are challenged simultaneously. If any word is unacceptable, then the entire play is unacceptable. Only one turn is lost on any challenge.
Double Bingo Rules
The game ends when all letters have been drawn and one player uses his or her last letter; or when all possible plays have been made.
Use a score pad or piece of paper to keep a tally of each player's score, entering it after each turn. The score value of each letter is indicated by a number at the bottom of the tile. The score value of a blank is zero.
The score for each turn is the sum of the letter values in each word(s) formed or modified on that turn, plus the additional points obtained from placing letters on Premium Squares.
Premium Letter Squares: A light blue square doubles the score of a letter placed on it; a dark blue square triples the letter score.
Premium Word Squares: The score for an entire word is doubled when one of its letters is placed on a pink square: it is tripled when one of its letters is placed on a red square. Include premiums for double or triple letter values, if any, before doubling or tripling the word score. If a word is formed that covers two premium word squares, the score is doubled and then re-doubled (4 times the letter count), or tripled and then re-tripled (9 times the letter count). NOTE: the center square is a pink square, which doubles the score for the first word.
Letter and word premiums count only on the turn in which they are played. On later turns, letters already played on premium squares count at face value.
When a blank tile is played on a pink or red square, the value of the word is doubled or tripled, even though the blank itself has no score value.
When two or more words are formed in the same play, each is scored. The common letter is counted (with full premium value, if any) for each word. (See Turns 3, 4 and 5 in the Scoring Examples section.)
BINGO! If you play seven tiles on a turn, it's a Bingo. You score a premium of 50 points after totaling your score for the turn.
Unplayed Letters: When the game ends, each player's score is reduced by the sum of his or her unplayed letters. In addition, if a player has used all of his or her letters, the sum of the other players' unplayed letters is added to that player's score.
Bingo rules printable
The player with the highest final score wins the game. In case of a tie, the player with the highest score before adding or deducting unplayed letters wins.

In the following, the words added on five successive turns are shown in bold type. The scores shown are the correct scores if the letter R is placed on the center square. In Turn 1, count HORN: in Turn 2, FARM; in Turn 3, PASTE and FARMS; in Turn 4, MOB, NOT and BE; in Turn 5, BIT, PI and AT.

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