By MickelyMickely. Last updated
Bingo board can be found here: https://www.bingosync.com
The bingo board provided above is simply meant as a tool to be used, allowing for many new, creative ways to play Hollow Knight. As such, there is no restriction on NMG, glitches, etc. to be used when racing with the board, but it is advised to communicate intended play rules prior to starting a race. This page will provide some possible play modes/methods, but the only limit to potential game modes is whatever you can think of.
IMPORTANT RULES AND GOAL CLARIFICATIONS:
-The Parry Revek goal is achieved by either a nail parry with no stagger, a nail parry+stagger, or a stagger caused by the player's nail with no parry. Nothing besides the nail may be used to achieve this goal. Nail art usage IS allowed.
-Goals which include hunter's journal entries require possession of the actual Journal. The entry must be visible in the inventory for the goal to be achieved.
-Some bingo goals have wording such as "Have," meaning that if that state is no longer true, the bingo goal must be immediately unmarked until the conditions of the square are met again
-For the "Have 1500 geo in the bank" goal, the geo deposited does NOT count towards goals that require a certain amount of spent geo. You can however withdraw this geo to spend it, since it's still technically the player's, BUT if you do this, you'll have to unmark the bank's goal since you no longer have 1500 in the bank. Placing >2500 in the bank so Millibelle leaves gives no added benefit for this goal, and hitting her to get your money back will require the player to unmark the bank goal.
-Goals that use the word "Collect" are met as soon as that amount of items has been collected, regardless of if the items have been lost/sold afterwards. Example: King's Idols. These may be sold at any time, so long as a total collected amount over the whole run meets the square's requirement.
-The Vengefly King goal can be met either by killing the one trapping zote, OR by killing the one in the Colosseum.
-Interacting with Cornifer locations may be completed by either reading a note he leaves behind or by talking to him. Talking to him and then reading the note at the same location does not count as 2 separate instances. The resting grounds note does count towards this objective.
-For goals that require killing a certain amount of an enemy type, like "Kill 2 soul warriors," the same instance of the enemy may NOT be used, for example: killing the first soul warrior encountered in the Trials, save quitting, then killing the same wave's enemy again.
-Right click on a goal to place a star on the square. Your opponent(s) cannot see these stars.
-Left click on a goal to mark/un-mark the square with whatever color is currently selected above.
-Options for a "lockout" board and a "non-lockout" board are available when creating the room. A lockout board prevents multiple players/teams from selecting the same goal square. Non-lockout allows multiple teams to complete the same square
Played using the non-lockout board type. Players compete to complete one line as per normal bingo rules before their opponent(s). Variations of this game mode could include 2 or 3 bingos to win. A time restraint may also be used, if desired. If players wish to keep their own instance of a card where their opponent cannot see their progress towards the goal, multiple rooms may be used so long as the same card seed is used between all competitors.
Played using the non-lockout board type. The first player to completely finish and mark all 25 goals wins, or alternatively, the player with the most goals completed within a given time-frame, wins the race.
Played using the lockout board type. Players compete to collect goals on the bingo card. When a goal has been completed, selecting that goal locks the other player out of completing it/marking it off for points. In this mode, an additional strategy is to "hold" onto goals completed and mark them off at a later time, so as to trick your opponent into wasting time pursuing that goal; however, whomever marks the goal as completed on the bingo card first gets the point, regardless of who completed it first. The first player to reach 13 goals wins (in the case of a 2-player match. More players in a match may reduce the total goals needed to lock out the opponents from winning). A time limit may also be used instead of a goal limit. Players may also play this game mode using teams.
Usually, the bingo card is hidden until the race has begun, so prior planning/routing cannot take place; however, players may choose to allow a "planning phase" prior to the race starting if they so wish.
Some bingo goals have wording such as "Have," meaning that if that state is no longer true, the bingo goal must be unmarked until the conditions of the square are met again, potentially allowing the opponent to mark that square.
Played using the lockout board type. In this game, the board is revealed before players start racing, and players take turns selecting goals they wish to complete by marking them, until both players have 12 goals. The picking pattern usually follows the "snake" method of 1-2-2-2-2-2-2-2-2-2-2-2-1, but any method of picking goals is acceptable as long as the players agree. The final goal is selected in a different color as a potential "tie breaker," or just as a goal that neither player will complete. Once the race begins, when a player completes a goal, they unmark it from the board immediately. Holding of goals is not allowed in this game mode and must be marked off immediately. The first player to unmark all of their own colored goals, or has the most goals completed within an agreed upon time limit, wins the race.
Reverse Draft Lockout
Played using the lockout board type. Players follow the same drafting procedure as described above, but with the twist of picking the goals which their opponent will complete. Once drafting is complete, players switch colors and proceed as per the normal Lockout mode, unmarking goals until all are gone or the time limit is reached. Holding of goals is not allowed in this game mode and must be marked off immediately.
Played using the lockout board type. In this mode, players race with the blank board the entire race, marking off with stars (right clicking) which goals they've completed until a predetermined time limit has been reached. After the time limit has been reached, players take turns in a "snake" drafting method (as described above), until 24 goals have been drafted. The final goal is used by neither player. At this point, players then un-mark the goals which they drafted, but have not completed during play. After the un-marking phase, the player who has the most marked goals remaining, is the winner.
Reverse Post-Draft Lockout
Played using the lockout board type. This mode follows the same methodology as the Post-Draft Lockout mode, but with the twist of players drafting goals for their opponent once the time limit has been reached. During the un-marking phase, players then switch colors and un-mark which goals they had drafted for them, but had not completed during play. The player with the most goals marked after this phase, is the winner.
Any of the above game modes may be done with a blind variant, meaning the board is not known to either player until the pre-determined time period has been reached during play. Players keep track of activities which they have completed during the time-frame, and then either use a blackout method of marking off goals, where players can share goals, or a draft or reverse draft format, to pick goals and then mark off which ones they have completed.