In this update15
Full notes
Full Bingo Betty update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Maps
- Balance
- Gameplay
- Store
Bingo Betty changes
BINGO BRAWL - MULTIPLAYER OVERVIEW
Welcome to Bingo Brawl
Bingo Betty is all about random luck, and turn of the moment swings, but what about those who want a more measured experience? To that end I present Bingo Brawl! The world's first competitive turn-based bingo tcg! In this mode, your choices matter more than ever, because every ball you draw is your choice. Every card in your queue is yours to create, place your spaces how you want, and craft your optimal battlefield to unleash your bingo fury! Augment your playstyle with 152 different items to add another thought provoking layer to your build! Rush your opponents down, Control them with locks, Ramp up and hit them with a huge combo, or just spam meatballs and watch them crawl, the sky is the limit!
The Basics: How You Win
Each player starts with 100 HP. Reduce your opponent to 0. That's it. Everything else is just creative ways to get there. Score lines to reap the benefits of your placed balls. They won’t do anything just sitting there because they're lonesome so plan accordingly!
Charge: Your resource mechanics, sir
Charge is the fuel for everything you do.
Turn 1: You have 1 max charge (or 2 if you go second)
Each turn: Your max charge goes up by 1, and you refill to full
Cap: 10 max charge
Every ball you place on your card costs charge equal to its power (plus a little extra for fancier types). A weak Attack ball might cost 1 charge. A devastating 9-power Attack bomb costs 9. Budget accordingly, running out of charge mid-turn means sitting there watching your opponent smile.
The Four Energy Types
Every ball in your deck has one of four energy types. When you complete a line on your card, every ball in that line fires its effect:
ATTACK - Deal damage
The bread and butter. Each Attack ball in a completed line deals damage equal to its effectiveness. Three Attack balls at power 3, 5, and 2? That's 10 damage to your opponent's face. Simple, brutal, effective.
DEFEND - Heal yourself
Each Defend ball in a line restores HP equal to its power. You can overheal up to 200 HP — double your starting health. Sometimes the best offense is not dying.
REMOVE - Disrupt your opponent
The trickiest type. Remove balls cost +1 extra charge to place, and their effect changes based on how many Remove balls are in the line compared to other types:
Most common type? Force your opponent to discard from their hand
Tied with another type? Knock balls off your opponent's card
Least common? Lock spaces on their card so they can't place there
CHARGE - Ramp your resources
Also costs +1 extra to place. Like Remove, the effect depends on how many Charge balls are in the line:
Most common? Gain temporary bonus charge (spend it or lose it)
Tied? Draw extra balls from your deck
Least common? Boost ALL other balls' effectiveness in the line
The Phases of a Turn
Don't let the seven phases scare you — most turns flow naturally:
BEGIN — Start-of-turn effects trigger
DRAW — Draw a ball, charge goes up and refills
MAIN PHASE 1 — Place balls from your cache or hold slot onto your card. Activate your Virtue here if you want (before placing!)
SCORING — Any completed lines fire their effects. Your opponent gets a chance to respond
MAIN PHASE 2 — If you held back, you get a second chance to place
SCORING 2 — Same as Scoring 1 (Only if you didn’t score off Main Phase 1)
END — Temporary charge vanishes, turn passes
The key decision each turn: do you spend big now, or hold charge for responses on your opponent's turn?
The Hold Slot & Responses
You have a hold slot — a single parking space for one ball. Moving a ball from your cache to the hold is free, but it gets hold sickness and can't be used until next turn.
Why bother? Because during your opponent's turn, if they place a ball or activate a Virtue, you get a response window. You can counter by:
Placing your held ball (Speed 2 response)
Activating your own Virtue (Speed 1 response)
Responses cost charge even on your opponent's turn, so always keep a little in reserve. Chains can go up to 5 deep — a back-and-forth exchange of responses that resolves last-in, first-out.
Virtues: Your Special Ability
Each player picks one Virtue before the match — a powerful activated ability that costs charge:
| Virtue | What It Does |
| Patience | Swap to your next card, balls transfer over |
| Humility | Slam 5 random balls from deck onto your card |
| Chastity | Lock 3 spaces on your opponent's card |
| Gratitude | Rip 5 balls off your opponent's card |
| Temperance | Both players discard hands, draw 3 fresh |
| Diligence | Shuffle your cache back, redraw with +3 bonus |
Virtues must be activated before you place any balls in a Main Phase. They can also be used as responses during your opponent's turn — if you've got the charge for it.
Building Your Loadout
Before you queue up, you'll build a loadout. Loadouts consist of the following elements:
Ball Deck (50–70 balls)
Your ammunition. Attack and Defend balls are free to include. Remove and Charge balls cost 2 Build Points each. Special balls cost an extra 3 points. You share a 150 Build Point budget between your deck and your cards.
Crafted Cards (1 active + up to 5 in queue)
You design your own bingo cards from 3×3 up to 7×7. Smaller cards are expensive but fill fast for quick blackouts. Bigger cards are cheap but take forever to complete. You can add special spaces:
Wild (+8 pts) — accepts any ball
Locked (-5 pts, refund!) — permanently blocked, but weakens lines passing through
Autodraw (+10 pts) — placing here pulls another ball from deck automatically
Directional (+12 pts) — placing here shoots a ball in a specific direction
Passive Items (7 Item Points)
Common items cost 1 point, Rare cost 3, Special cost 5. These provide persistent bonuses — damage boosts, healing on certain triggers, charge generation, and more.
Virtue
Pick one of the seven. Choose wisely — it's locked for the whole match.
Blackouts & Fatigue
Blackout - Fill every space on your active card and it triggers a massive scoring bonus, then auto-swaps to your next card in queue. Small cards blackout fast. Big cards blackout hard. Plan accordingly.
Fatigue - When your deck runs out, it reshuffles from your discard pile, but you take escalating damage: 5, then 10, then 20, then 40, doubling each time after. Five reshuffles deals 155 total damage — lethal from full HP. Don't let the game drag on longer than your deck can handle.
Roles: Demon vs Angel
In head-to-head matches, one player is the Demon (goes first) and the other is the Angel (goes second but starts with +1 max charge to compensate).
Progression
XP - Play and Win matches to earn XP and level up (max level 100). Wins earn 150 XP, losses earn 50. Each line scored and blackout achieved earns bonus XP.
Ranked Climb 10 rank tiers from Bingo Angel to Bingo God
Loadout Slots - Unlock up to 5 loadout slots as you level. Editing unlocks at level 6
Reincarnation - Hit level 100? Reset to level 1 for increased prestige (up to 10 times)
Challenges - Complete milestone challenges to unlock calling cards and cosmetics
Custom games - Play with friends for fun, but earn no XP
Source
Changelog.gg summarizes and formats this update. How we read updates.
