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BIngo

a paper plugin where teams race to collect the items on a shared, seeded bingo card. first team to complete a line wins.

gameplay

every game runs off a single card that every team can see. a card is a square grid of cells (3x3 up to 6x6), and each cell is either a specific item or a group like "any planks". the card is rolled from a seed, so the same seed always produces the same card.

when the game starts, players are healed, cleared, spread out around spawn, and a countdown runs. on GO, you claim a cell for your team the moment you pick up, craft, or move the matching item into your inventory. a background inventory sweep every half second is the backstop, so nothing gets missed. claimed cells stay claimed (except in lockout mode, where they lock for everyone).

a live action bar shows your team's count and the current leader. an optional sidebar scoreboard and boss bar track standings for the whole lobby. when a team gets within one cell of winning, a "one away" message is broadcast.

modes

extras

how to use

  1. install: drop the jar in your server's plugins/ folder and restart
  2. players join teams with /bingo join <team>, or leave auto-assign on to have everyone split onto teams automatically at start. /bingo lobby opens a chest menu - click a wool to join that team, or the barrier to spectate
  3. an admin runs /bingo start [mode] [size] [seed] (all optional, defaults come from the config)
  4. each player is handed a bingo card item - right-click it to open the card as a chest gui. glowing means your team has that cell, a barrier means another team locked it
  5. play until a team hits the win condition. /bingo stop ends a game early

commands

all under /bingo (alias /bg):

command does
start [mode] [size] [seed] begin a game
solo [mode] [size] begin a game where every online player is their own team
stop end the game
lobby open the team-select chest ui
join <team> / leave pick or drop a team
team <create|remove|clear> manage runtime teams before a game
spectate go spectator
card open the card gui
teams list teams and members
status mode, size, seed, per-team cell counts
reveal print the current card to yourself
top win/games leaderboard
stats [player] wins and games for a player
reroll roll a new card before the game starts
reload re-read the config and item pool

permissions

configuration

everything lives in config.yml:

card generation fills every cell by rolling a tier (weighted by distribution), then a random entry from that tier, seeded by the game seed. a cell is either an exact item or a group - holding any member of a #planks group claims "any planks".

technical details

restart persistence

a running game is written to game.yml on shutdown - card, seed, mode, per-team members and claimed cells, lockout locks, and time remaining. it resumes automatically on the next server start: tasks, boss bar, scoreboard, and card items are all recreated. the file is deleted on a clean stop, win, or draw. games still in the pre-game countdown are not saved.

claim detection

claims are event-driven - pickup, craft, and inventory-move events claim a cell immediately. a 0.5 second full-inventory scan per player runs as a backstop for anything the events miss. standings, action bar, scoreboard, and the "one away" broadcast update on each claim.

Quick facts

Install steps are the general flow for this file type — How to install Minecraft Java mods & modpacks walks through it step by step.

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